What you need to know about Site Updates:

22
Mar 12

Explanation about the recent account issues

Hey guys, I wanted to tell you about the recent issue we had with our account system. I know this affected some of our most dedicated, hard-core players, and you guys deserve an explanation.

On Tuesday afternoon, we started a process of moving our player data to an improved, faster server. The goal of this move was to speed up the time it takes to log in, as well as offer improved availability and reliability. The login and signup pages were offline for about an hour, just as planned.

Unfortunately, this move didn’t happen as smoothly as we would have liked. We discovered a problem that affected about 1% of our players; some people saw their armor points go down, while others couldn’t access game purchases that they made. We know this is a big deal and we immediately started a fix (basically undoing the move we just completed). We screwed up and we’re fixing it.

At this moment (Thursday afternoon), almost everything is back working perfectly. There are a handful of players who still aren’t fixed, but we’re chasing these down by hand and making everything right. We expect to be 100% right in the next day or so.

I know it’s frustrating when things don’t work the way they’re supposed to. Thanks for sticking with us while we work this stuff out.

/Ron Johnson

18
Aug 11

Update: Kingdom Rush Premium Content!

As we all know, Kingdom Rush is one of the best TD’s that has come out and has beyond exceeded the high expectations set for the game. Well, we have decided to make the experience that more enjoyable by adding premium content! The best part is you can pay what you feel the premium content deserves! The premium content includes:

  • The lightning spell. You now can have the meteor shower as well as lightning!
  • 15 extra gold stars for upgrades
  • Extra gold at the beginning of each level
  • 1 extra reinforcement
  • Costumes for reinforcements

Click here to get the premium content and support the development team!

 

 

 

 

 

 

 

9
Aug 11

Registration Issues? Solution!

Recently, we have been receiving emails saying that our registration process is broken. For the most part, I have been hearing that once you need to re-type your e-mail and password to confirm, both boxes are grey and users are unable to type. There are a couple ways to stop this from happening.

The first would be to make sure you have the latest update of flash and the latest version of the browser you are using. If either of the first two solutions do not work, we HIGHLY recommend trying another browser altogether. There is a known issue right now with Internet Explorer and our registration process. FireFox and Google Chrome are wonderful alternatives. Following these steps completely should allow you to register on Armor Games with no hesitation! If registration problems continue please do not hesitate to contact Justin@armorgames.com for additional help. Thanks again to all of our loyal fans who support the games we  develop and host!

24
Jan 11

Follow Armor Games on Twitter!

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Follow Armor Games on Twitter to get a more personal experience and view of Armor Games along with a multitude of surprises! Our twitter account will consist of updates within Armor Games such as: new games, new hires, new updates on AG3, and some of our games that have emerged onto mobile markets. Our twitter is the way of finding out the latest info about Armor Games.

Did I mention Surprises? Along with finding the latest trends going on with Armor Games, there will also be special promotions and privileges given to our faithful followers. Examples would include: special promo codes for the app store, bar codes to unlock secret levels, contests for chances to win, periodically codes for discounts in the Armor Games Store, and many others that we don’t want to give away. All these promotions will only be available for those who are actually following Armor Games on Twitter. For example, we may post a link for preview of a new game being developed and that would only be accessible by those following Armor Games on twitter.

Last but not least, we will be featuring a lot more of what is going on within Armor Games for a chance to better know our company as a whole.  We will be posting pictures, from company events and vacations, possibly releasing pictures of new characters from upcoming games and things of this nature. This is your chance to be truly become apart of Armor Games and also enjoy very special promotions and offers. With all of these pro’s to following us on twitter listed, it would be crazy not to follow Armor Games. Make sure you click one of the images to be directed to our twitter page to follow. You can also search for us on Twitter by typing “twitter@armorgames.com” in the search field. Make sure you hurry and follow, there will be a contest and promotion put up later today!

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21
Oct 10

Vote For Your Favorite Beta Page Design

We just finished running our Beta page design contest on 99designs and we received some amazing results. We would like to give our users a chance to voice their opinions. We picked what we believe were the top 8 designs which was no easy task. We now submit these top 8 designs to our users for their feedback.

You can rate them now at http://99designs.com/web-design/vote-3u9sbj

We would also like to recognize all the designers that took part in our contest. Check out their submissions.

bitterman

bitterman

bk-13

bk-13

bold_estudio

bold_estudio


dan20071

dan20071


FTaylor

FTaylor


h3owner

h3owner

Bika

Bika

jaridworks

jaridworks


jokaDVC

jokaDVC


Lakaroth

Lakaroth


manustudio

manustudio


resi

resi


Sunjo

Sunjo


templatetuners

templatetuners


Zach Olauson

Zach Olauson


marekhz

marekhz

You can review all the submission on our 99designs Contest Page. This was our first design contest with 99designs and we were very pleased with the results. We may be running more in the future to stay tuned!

99designs

4
Oct 10

Myth Confirmed: Armor Games v3 is Underway!

The ArmorBusters Team

I’ve been lurking in the Armor Games Community forums a lot more than usual over the past few weeks, and have been seeing a lot of users posting rumors and questions about the next version of the Armor Games web site (our third overhaul of the site, known internally as “AG3″), asking whether it was actually real. One user even called it a myth, so as an avid MythBusters fan, I just had to pose the team for a photo and ”confirm” the myth that AG3 is absolutely underway.

The web development team, or “webdevs” (or “web n00bz” as John would call us ’cause he’s jealous of our secret club), is made up of three people, led by Larry “Why isn’t the Titanium in my leg magnetic?” Root, with myself, Ian “Cormyn” Douglas, and our newest team member, James “Mr Tea” Lee. Larry’s the guy on the left in the photo wearing James’ glasses to look more like Adam Savage, James is in the middle, and that’s me trying hard to keep a straight face while wearing a beret. James and I worked together at a previous job, and the whole AG family is excited to have him on board!

Back to AG3, yeah?

I’ve seen a lot of questions like “will AG3 do ____?” or “can you add this feature?” or “why can’t we do ____?” I obviously can’t cover every question here in a blog post, but you will hear more from me as we work on AG3, shape it to our vision, and incorporate ideas from our users. I would, however, like to give you a brief idea of what’s in store.

If Dan had to sum up AG3 in one word, it would be “Attainment.” We want our users to experience as much fun as possible interacting with the games, each other, earning achievements, and to share those activities and what they’ve attained with each other. We’ve been allowing users to unlock items inside games for the last 6-years, whether it was through hidden characters, in game emblems or other methods of attaining notoriety. In the future, attaining accomplishments in game or on the site will know be tied to your Profile so the whole world can see how great a gamer  and AG member you really are.

So, one of the biggest things we’re building is a new comment/feedback system, where you can share which games you’re currently playing, whether you’ve achieved a high score, and your achievements of course. Your friends can comment on those news bits, “like” them, and more. We’ll also have news feeds for each game so you can see who’s playing or leaving feedback, and so on. We’ll be building several layers of user connections, beyond just the “followers” system we currently use. More on that another time.

The biggest question I see in our forums, and on our feedback site, is what will happen to Armor Points. I can’t go into too much detail here because some of it hasn’t been completely discussed or worked out, but do know that it’s important to us that users don’t feel disappointed with our decisions. As we have more finalized details to share, you’ll hear from me.

Another feature that several users are asking for is a better search system, especially for usernames, which is definitely something we’re building. Some users have asked about forums, which we may exclude from the site during beta, but we’re still working out some of those ideas, too.

A lot of users ask about changing their usernames, which is being considered for AG3 but impossible for AG2, and we may allow users to upload custom armatar images to share with friends.

A user posted on my AG profile wall this afternoon asking when AG3 will be finished. Unfortunately, in the Internet world, if you give users a deadline, they hold you to it. :o ) Our current plan is to start inviting a limited number of users to use the beta site before the end of the year, and to launch the full site in 2011. As the beta progresses, we’ll send out more invitations. In the mean time, all user data and game data is already being migrated from our current site to the new site, so beta users will see current data right away.

On behalf of the webdev team, thanks for your patience. We’ve been working hard on AG3 to give you the best casual gaming experience, and look forward to sharing more details with you soon!

See you in the game,
Cormyn

23
Jun 10

New Updates for Colony!

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Colony has been updated on Armor Games! It now works with Armor Save and supports Smart Fox. There also has been bug fixes to the game and there are new units added to the game as well.

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Make sure you stop by Armor Games to check out all the new updates in Colony!

12
Nov 08

The Making Of: Dark Cut 3

Dark Cut 3 is finally out, but I wanted to take some time to talk about what went into making this surgery simulator game.

First let’s talk about graphics.  The game’s subjects are usually pictures of myself using several different angled pictures.  I then doctor them to the point that they are relevant to the time period and subject.  For example, the picture above is the picture of me on the submarine with a metal pipe through my shoulder.

  1. I first take the base image:
  2. I then crop out my entire body very carefully and make sure I remove a lot of the excess junk in the background.  While I am at it, I change the hue of my shirt to be a bit more naval.
  3. After this long and arduous process I move into creating a background and floor.  I do this by finding textures of these (free textures are available on the web for free) and building that old metal look.  I also draw a splat by using a splat stencil and drawing a splattered line by hand down the wall.
  4. Next I add just a touch of lighting across the entire background.  To keep the character in focus I left him (myself) in the brighter light.
  5. And finally, I add the minor details.  Notice the buttons are gold to bring out the colour, and that there is now a large metal object protruding from my shoulder.  This is done through drawing by hand around the wound area, and actually finding a piece of red meat from a cow to cut away at on the shirt.  Red meat is the best way to create that “exposed arm” look because it provides a really nice texture and colour variation.  So yes, in every Dark Cut surgery you are looking at raw animal meat where wounds are located.
  6. Now that the image is done, we’re not quite done yet.  We have to recreate every step of the surgery as an image.  For example, the before and after of a stitched area of skin, or the before and after of a poll being removed.  This accounts for about 22-30 images per surgery, and careful planning must be made to ensure that continuity works.
  7. After the art is all done, I have to make different splatters and textures for blood that hit the screen.   This is done using a combination of Photoshop filters, blends, and brushes.  Here is an example of one:
  8. After I cut out the tools and other goods, I import all the art assets into Flash.  I think assemble each of the tasks into groups, and code away at making tools function against the artwork.

The artwork complete, the coding complete, the surgery is done.  Now for Dark Cut 3 I had 5 major surgeries and 3 mini surgeries (called treatments), which meant this process was repeated several times.  It takes about a week to complete a surgery from camera to Flash.

My composer, MaestroRage, is instructed before all this process takes place to compose tracks for this game.   For Dark Cut 3 he composed several beautiful tracks based on the theme of each surgery and the content.

Around all the surgeries there are additional tasks at hand.  Making the menus, preloaders, buttons, finding sound effects, and working with a musician is a lot of work and getting it all to come together within a couple of months is quite a lot of work.  But once it’s all put together it’s a photo-realistic experence and it’s (hopefully) a lot of fun!

21
Oct 08

Hedgehog Launch Retrospective, Contest

We recently had a contest for Hedgehog Launch that had an interesting outcome, and I thought I might share it.  A few users discovered methods of “channelling” which is not only brilliant but totally needs to be explained, along with a breakdown of my game, which I thought might make an interesting article.

If you have never played Hedgehog Launch, it is a strategy/skill/luck game in which the objective is to shoot a hedgehog into space in as few days as possible.  Players can reach higher ground each game by buying upgrades, and you are awarded cash based on your ability to collect coins and hit springboards while in midair.  At the end of each level, players get an additional bonus based on the length of the time and the height of the launch.

How This Works

The game seems infinite in each direction, but because Flash can’t create infinity the game has to create a world as you go.

The game breaks up the world into 1,000 pixel areas (called Segments) horizontally in each direction.  Every Segment is an area where a number of coins and platforms are loaded.  Each time your player moves across a Segment, a new Segment will be added.

In order to keep Flash performing up-to-speed (it lags when too many coins and platforms are around), the game will only generate a new Segment only when you are traveling into a new one.  That Segment is generated after the one you are entering, so if you kept moving forward you would always hit more Segment.  In addition, it will destroy a Segment behind the one you are exiting, as it is far behind you and probably forgotten at this point.  This way the game won’t have millions of Segments loaded.

So to make things easy, there are a few Segments always active… the couple in front of you, the couple behind you, and the one that you are in.

Now players have figured out that this loading system can be manipulated to an advantage.  Even though the Segments are invisible and hard to distinguish in-game, they can be guessed and found.

So by running back and forth over the Segment boundry, they can easily manipulate the game to generate a ton of content in a Segment over and over again, essentially creating a wonderful wall of coins and platforms.

By default, the current values are assigned to a single Segment:

  • 10 Blue Launchers
  • 2 Green Launchers
  • 2 Yellow Launchers
  • 40 Bronze Coins
  • 20 Silver Coins
  • 5 Gold Coins

Which means that these players could generate nearly 100+ gold coins in an area quite easily, especially if they used the parachute.

So easily I could classify this as a bug, since I should have been destroying Segments far earlier (like after you leave one), but as this glitch is far too subtle for the common player to find I haven’t even recognized the problem until now.

Which brings me to my apology to DragonSoul and SP3000.

When these users presented videos of massive amounts of coins and platforms in very small areas, I asked, “How is this even possible!?”  I dismissed it as a “variable hack,” which is a method of hacking in which you take the Flash file and edit some variables (like how many coins and platforms are loaded) and then have a shopping spree.

But after watching the videos again, I noticed that the users indeed manipulate the Segment loading, which was completely in-bounds.  An additional email from DragonSoul confirmed the tactics used, and in the end, once again, DragonSoul and SP3000 took first and second place, respectively.

I’ll be sending the top three prizes, so I’ll be emailing you guys soon.

-John