From Jay is Games
by LDora on April 16, 2014 03:00 PM
by LDora on April 16, 2014 03:00 PM
by Lori.h on April 16, 2014 01:00 PM
by Colm on April 16, 2014 09:18 AM
The last week has been an important one for me. I've given up my job and become a fulltime indie game developer, I've released the first trailer for Guild of Dungeoneering and launched the game on Steam Greenlight.
Indie can be hard to define and is definitely a bit too overloaded these days, but it explains quite well what I'm trying to do. I'll be mostly working by myself making games. I like to compare myself to a writer who has decided to give up the day job and focus entirely on finishing that first novel.
So this has been in the works for a couple of months. Fred (who is doing all the art for Guild of Dungeoneering) came up with the script, the jokes, did all the animation, picked the music and even did the voiceover for it!! Talented fellow! Have a look yourself:
We released this last Wednesday at the same time as a big press blitz I coordinated which has led to quite a few people writing about us, which is fantastic! I'll write up a longer post about the experience later on.
We also launched on Steam Greenlight at the same time, to try and maximise any press exposure we got for the trailer and convert as much of it as possible into Greenlight votes and attention.
So far this is going well, though not quite the rocketship to the top I was hoping for. As of this writing we are 42% of the way to the top 100 with 2,910 yes votes. Sadly a massive proportion of visits to the page has been from within Greenlight itself, so despite getting some big numbers to the main game page in the last few days they haven't quite translated into Greenlight traffic. That said, I'm sure anyone who's looking at the game page and clicks through to greenlight is pretty likely to throw down a yes vote.
I do have some more ideas to get extra traffic onto greenlight so more on that when it's ready. I'll also write up a much longer post on the whole experience once we're through. Oh and if you've voted for the game - Thanks! It's really appreciated!
by elle on April 16, 2014 04:00 AM
by Eric on April 15, 2014 10:46 PM
by dsrtrosy1 on April 15, 2014 06:00 PM
by LDora on April 15, 2014 05:30 PM
by Johnny123 on April 15, 2014 04:00 PM
by kimberlyfelix on April 15, 2014 01:00 PM
by JohnB on April 14, 2014 10:00 PM
by LDora on April 14, 2014 06:00 PM
by elle on April 14, 2014 04:00 PM
by starchild on April 14, 2014 01:00 PM
by JohnB on April 14, 2014 06:00 AM
by JohnB on April 13, 2014 07:00 PM
by Johnny123 on April 13, 2014 04:00 PM
by joelybean on April 13, 2014 01:00 PM
by LDora on April 13, 2014 10:00 AM
by JohnB on April 12, 2014 09:00 PM
by LDora on April 12, 2014 01:00 PM
by LDora on April 11, 2014 10:00 PM
by Chris on April 11, 2014 05:23 PM
If you run a Flash game portal and you were hosting games from MochiMedia, or running MochiAds or Live Updates, then you are probably looking for a way to replace those games. Good news! You can easily find working versions, or replacements of these games on FlashGameDistribution.com.
FGD has a dedicated feed for portal owners who are looking to replace their Mochi games. You can access this feed at FGD’s feed page. Here you can access the whole database of games we have on our system, currently weighing in at 26,000+ games. And you can tailor your feed as you see fit, either targeting ex-mochi games specifically, recent games, top games, or even get a feed of our entire database. If you have an account on FGL, just login with the same credentials, if you don’t, register on FGL and you’ll be able to login to FGD and access the feed.
The easiest way to add our games to your website is to use our php feed. Including your desired php feed will allow you to add the list of games into an array directly into the variable $fgd_games. Putting the following line (below) in your php script will allow you to embed the games directly into your page, and then you can do whatever you want with the included array (like adding your games to your database!).
If you are looking for high scores and achievements check out GamerSafe and our Data Bridge. With the Mochi API now gone, many users of their Flash APIs have been signing up for GamerSafe. The GamerSafe Data Bridge allows games that integrate our GamerSafe scoreboards and achievements to pass that player activity data to your portals. You can find out more about how the Data Bridge works on the GamerSafe website. Please contact Steve (firstname.lastname@example.org) if you have any questions about GamerSafe or the Data Bridge.
Also, if you register your portal with GamerSafe we share 10% of the gross earnings of all in-game purchases on your portal.
Also remember, if you are interested in mobile, we have a number of great offerings:
- Mobile Platform – FGL can help you find and publish native game apps to multiple app marketplaces. We also help you monetize by providing tools for handling cross promotion, ads, and much more. If you are interested in our Mobile Platform please contact Adam (email@example.com)
- HTML5 games – FGL has been receiving hundreds of HTML5 games over the last few months. If you are interested in licensing HTML5 games please contact Matt (firstname.lastname@example.org)
- HTML5 Portal in a Box – If you run a portal, the chances are that you are getting traffic from mobile devices. FGL has an easy solution for engaging and monetizing that mobile traffic. We are currently looking to work with a few interested portals for early access into this system. If you are interested, please contact Chris (email@example.com)
by freezairmsilvereye on April 11, 2014 04:00 PM
at April 11, 2014 01:34 PM
As a quick follow up to the last post where I was trying to fix the tiny slow down in the game I had a bit of a break through. Reducing the size of my pooled objects made a really large difference ( I was just pre-pooling too many items, mainly as a safety net ).
With those pools reduced it's a lot smoother now, which I'm pleased about.
Set up a twitter account for the game ( @DN8Pulse ) , as I think it's going to be an easy way to get quick feedback from players.
And to hopefully finish off the twitter / social stuff I've added a "Tweet your score" option to the game over screen. I thought rather than just a bland text tweet a custom image may be cool, and that's what you can see above there.
( It's all done using Movieclips and Sprites in Flash, so didn't take a fraction of the time to have done it in Starling, and it's just so nice being able to layer and position things in an IDE ).
I've just finished the Orbs power-ups, these are two droids that spin around your ship blocking baddie bullets. If a bullet hits one rather than just being destroyed, it's rebounded back at the baddies, which should hopefully be slightly more than a nice touch.
A bit of a slow week really, more focused on the fluff rather than getting levels and baddies in there. There's still more to do than I'd hoped for, it should be coming to a close now.
by LDora on April 11, 2014 01:00 PM
by Eric on April 11, 2014 10:08 AM
I come across SO many crab tanks on the server, and I love it. I’m tempted to set up a separate page just for featured crab tanks, as this is the second one I’ve featured.
In fact, the more I think about that, the more like a great idea it sounds. Hmm..
Today’s Featured Tank is the Crabopoculeps!!!
By: Nik 90ko
Tank ID: E10010527
(Know of some awesome tanks you want me to show off? Post the code in the comments!)
by LDora on April 11, 2014 04:00 AM
by LDora on April 10, 2014 10:00 PM
by kimberlyfelix on April 10, 2014 04:00 PM
by Lori.h on April 10, 2014 01:00 PM
by JohnB on April 09, 2014 11:00 PM
by LDora on April 09, 2014 06:00 PM
by Satori on April 09, 2014 04:00 PM
by Eric on April 09, 2014 03:46 PM
by Lori.h on April 09, 2014 01:00 PM
by LDora on April 09, 2014 04:00 AM
by joelybean on April 09, 2014 12:00 AM
by dsrtrosy1 on April 08, 2014 10:00 PM
by LDora on April 08, 2014 08:00 PM
by Ferret on April 08, 2014 05:31 PM
Due to the same questions being asked on the GemCraft Chasing Shadows page, we’ve created this FAQ to cover some of the common ones and their answers, as well as directing people to where they can get help. Here is the list we’re going to cover…
The game isn’t loading. How do I fix it? (Linux)
The last version of Flash released for Linux is 11.2 and GCS requires a version of 11.7. Currently there is no planned fix for this as the game uses modern Flash functionality, but there are two workarounds that have been found:
The game isn’t loading. How do I fix it? (OSX/Windows)
Several updates have gone into place that have fixed most of these issues. If you are unable to load the game please try the following before reaching out for help.
Note that any browser that is unable to run Flash 11.7 will be unable to load this game, so also check to make sure that your version of Flash is up to date. If you’re still having issues you may contact me directly at Ferret@ArmorGames.com.
Can’t buy game content, help?
First, make sure you are using “Online Save” and not “Local Save”.
We suggest disabling all add-ons, pop-up blockers, and firewalls if the purchasing system doesn’t work for you. We apologize that in rare cases our purchasing system doesn’t work in certain countries, but currently it’s the only one we have available.
If you’re having trouble purchasing game content, please contact our support team.
Saved game is missing! Where is it?
It’s very important that you don’t create a NEW save game over where your old one was, if you do this it will overwrite your previous game even if it isn’t visible. Please log out of Armor Games, then log back into your account – 95% of the time this will fix the problem. If that doesn’t work, we suggest you reboot your machine.
If you used Local Save, it’s possible that clearing cache/cookies or your security programs may have deleted your game, and there is nothing we can do to help.
Can’t login to Armor Games, what do I do?
If you’re unable to login to Armor Games, please make sure that your account is e-mail verified. If still having issues, contact me at Ferret@ArmorGames.com.
Trouble with a Quest in the game, where do I go?
You can check out our Forum Thread to talk about Quests in the game.
Recent things fixed in the game?
Recent bug fixes and features can be found in bottom right corner of the title screen.
Found a bug in the game, how do I report it?
Please post your bug below. Please be sure to include you current Operating System, Browser Version, Game Version (Main menu of the game) and a Detailed Description of how we can replicate the bug. Thanks for letting us know!
by SonicLover on April 08, 2014 04:00 PM
by firstname.lastname@example.org (Robbie Clark) on April 08, 2014 02:30 PM
by freezairmsilvereye on April 08, 2014 01:00 PM
by Eric on April 07, 2014 07:02 PM
by LDora on April 07, 2014 06:00 PM
at April 07, 2014 05:55 PM
On the weekend if I'm working I like to count it as "Treat days", where I get to dick around with things I don't really have time for.
This weekend I updated the skybox to a much nicer collection of 1024x1024 textures and to celebrate I added some parallax stars.
The stars had to be away3D sprites as they needed to go behind the planets ( That took ages, 3D positioning isn't my strong suit ).
It looks lovely with a 100 stars, really nice and subtle, but as ever the iPad isn't going to cope with that. When I was testing though I did notice a one frame hold up when a baddie was killed ( The new stars actually really helped with the testing of this, I could see them jitter, which is something which I was missing with just the planets / skybox in there ).
Today has been spent trying to optimise things to avoid that judder. It was a case of removing every element of the explosion until I found the bottle neck, which it turned out are the particles.
So I've removed one of the explosions ( Down to 3 from 4 ), capped their max size as they grow in size depending on the beat of the music, reduced the number of particles which are belched out and done some loop unrolling in Starling itself.
A couple of things I noticed, with the particles I could pre-calc pretty much everything, their speed / rotation / speed and store all those values in Vectors in the constructor so their actual movement / scaling is just a case of getting values from a Vector, which helped. The code per particle is really cut down now.
Also with my alteration in Starling to keep the visible / invisible display objects in their own Vectors ( More here ) I found that there could be really large loops due to the number of children in the game, so I've unrolled some loops there. I think I need to do some more work though, as triggering 34 particles at once means a lot of looping to move the sprite from the hidden to visible Vector. There's got to be a smarter way to do that.
All these amends still haven't got rid of the tiny judder, I don't think it's going to be possible and I'm not that gutted about it, I'm developing on the slowest on the market iPad ( 3 ), and I added an additional check that if there are more than 20 particles running at once then I hide these new sexy parallax stars. It may sound nasty, but they're really tiny and it gives the impression that they're blinking ( Also if there are explosions kicking off on screen you're not going to notice anyway ).
Have I go time to mention retro mode ? No, ok, let's save that for now then.
by SonicLover on April 07, 2014 04:00 PM
by Johnny123 on April 07, 2014 01:00 PM
by email@example.com (Robbie Clark) on April 07, 2014 12:30 PM
by starchild on April 06, 2014 10:00 PM
by artbegotti on April 06, 2014 08:00 PM
by LDora on April 06, 2014 04:00 PM
by firstname.lastname@example.org (Robbie Clark) on April 06, 2014 02:30 PM
by LDora on April 05, 2014 09:00 PM
by Ferret on April 05, 2014 07:39 PM
The path of GemCraft continues, getting even darker and more vicious in the latest version of the game GemCraft Chasing Shadows. A unique tower defense game that has you enhancing and combining gems into towers while you defend against an endless onslaught of evil baddies.
Place your gems in towers, traps, or amplifiers – replace and switch them as you want, or combine them to create more powerful gems with enhanced abilities. Drop them as gem bombs, or activate powerful buildings. The possibilities are endless, the choice is yours!
Fight through an epic story, uncovering mysteries and facing sinister enemies and artifacts, as you try to entrap the Forgotten, an arch-demon with an unknown agenda and no known way to kill, and to slay her demonic avatars, the shadows. Fierce and desperate battles await you…
by Ferret on April 05, 2014 07:11 PM
A strategy guide for GemCraft Chasing Shadows written by Game in a Bottle that will give you some tips on how to play through this epic tower defense title.
Use dual and triple gems in towers as they are stronger than pure ones, but if you wish to focus only on a gem’s special ability (poison, mana leeching, armor tearing) make sure to use pure gems, especially in traps.
You can use walls to build a zigzag path for the monsters so they will have to walk a much longer path while being fired at by your towers.
Set your gems’ target priority (right-click or shift-click and drag), this way you can pick giants with your stronger gems, or have your gems fire at mana shards, beacons or monster nests, ignoring monsters.
If you want your gems to fire at a certain creature or building, select it, this will override all your gems’ priorities. You can catch monsters feeing with your orblet or get rid of a beacon effectively.
If you suspect a specter coming (you can tell from the demonic fingerprint of the premonition), store a freeze spell (or keep it charging and buy some time), then, when the specter is closing in on your gem, freeze it, enhance your gem with bolt and select the specter to take it down quickly.
To have a chance against shadows, build several towers around your orb to take down incoming shadow projectiles.
Enhancements work very well on gems in traps, and they don’t deplete, so don’t forget to enhance your mana farm or poison path.
Gems in amplifiers can amplify multiple gems without any power penalty.
If you see a bunch of monsters inevitably coming for your orb, curse them, this will decrease their banishment mana cost and thus save you lots of mana.
Don’t forget to strengthen your orb by either dropping gems on it or surrounding it with gems in amplifiers.
Achievements give skill points, so it’s well worth trying to get as many as you can.
Don’t over-level your skills. Leveling cost goes up fast, but the bonus you get from leveling your skill up doesn’t. It might be better worth keeping your skill points unspent and get initial mana instead.
You can enrage monster waves by dropping gem bombs on them, to get much more XP from the tougher and larger wave of monsters in return.
Use the fragment rarity booster to grant +10 rarity level (up to level 100) for your dropped fragments. High rarity fragments can be hard to find, give your luck a boost and build a powerful talisman, so you can get faster to tougher fields which naturally give higher rarity fragments.
The beam enhancement spins your gem’s hit count, so it makes bloodbound gems gain power much faster.
by email@example.com (Robbie Clark) on April 05, 2014 02:24 PM
by LDora on April 05, 2014 02:00 PM
by LDora on April 04, 2014 10:00 PM
by JohnB on April 04, 2014 08:00 PM