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Tyler
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Age 34, Male

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Tyler's News

Posted by Tyler - January 8th, 2016


Last week I made my first post about Going From Amateur Hobbyist to Developing Games for a Living. This week I write about some techniques I like to use that make games feel better, visually. I've stolen all of these effects from other games and I encourage you to use them too.

Here is a little clip of special effects that I use in my games:

2595437_145229705491_giphy.gif

Notice how motion lines, impact holds, screenshake, and particles make everything feel exciting to look at. For a little extra work, these effects create a huge impact in making the game feel more appealing to look at. 

Below is a breakdown of the tricks that I employ in my games that add visual impact to gameplay.


1. Motion Lines


These effects emphasize speed and power. I totally ripped them off from the Japanese. Notice the same motion lines around the edges that appear when the character inflicts a heavy hit.

2595437_145229705341_giphy.gif

Anime and games like Smash Bros employee these techniques a lot. As you can see in my first gif, I like to have them appear a frame before impact holds to really emphasize hits. Use these whenever something you want to highlight happens in game.


2. Impact Holds


This is something you see a lot in anime when the artist wants to imply heavy impact between two forces. Right before a powerful spell happens, I will employ holds like these.

2595437_145229705222_giphy.gif

Notice how right before the one robot crosses weapons with the other, a brief impact flash occurs for a frame.

2595437_145229293072_ScreenShot2016-01-08at1.20.13PM.png

A lot of games today have “holds” where the game pauses the action for a split second to imply a powerful impact. Smash Bros tends to pause hits on characters to emphasize that an attack's recipient was hit hard. I find anime-esque impacts like these take the appeal of holds one step further.


3. Screenshake


This examples’s pretty obvious and is used everywhere in animation. Still, it’s worth emphasizing how effective it is.

The moving of the screen makes your characters actions feel like they have more weight. When a character fires his gun or something heavy hits in game, use a screenshake.


4. Particles


Particles are very simple but create a lot of extra visual interest for very minimal effort. I use a lot of particles. Some are hand animated, some are handled via programming. 

                2595437_145229705241_giphy.gif

In this example: whenever the Priestess heals, white particles fly from her staff. Also, purple particles appear over her target. The Marksman also drops a shell casing everytime he shoots. Those are added via programming.

Not all particles need to be animated with code. When characters are hit, I have little hand-animated impact particles appear too.

You can add these in all sorts of places. When characters run, make dust kick up. When a character in a shooter misses its target and hits a wall, have smoke come out of the bullethole.


5. Lingering effects


Effects that persist on screen for a while remind players they’ve caused serious carnage. By keeping effects around for a while, you create a scene telling the player they’ve left their own mark in the world.

2595437_145229705183_giphy.gif

When an explosion happens, visual indicators like smoke, scorch marks and embers emphasize this. The smoke fades out slowly and fire persists long after the explosion has faded away.

Having corpses and bloodstains of slain enemies stay on the screen for awhile is another way to add lingering visuals.


6. Persistent Motion


This one is not so much an effect but I decided it's worth including anyway.

Always keep your characters moving, even when idle. A lot of beginners have their characters completely hold still when inactive. This is a mistake; immersion feels broken and characters seem lifeless when motion stops. 

                  2595437_145229705161_V9mp6OuHTumUfZ1yCSGf_Heroes_Idle.gif

I have my characters always bounce around regardless of action. My idle poses are very simplistic, but they work.

You see this in almost all fighting games. In these games, whenever a character isn't being controlled, the character still breathes and moves around.


Hopefully these techniques help you out. 

I'll be adding more development posts in the future. They will discuss in greater detail some of the design decisions I make. I'll be making a new post every friday.

You can follow our blog on twitter if you want to see even more of our development.


Posted by Tyler - January 1st, 2016


A few days ago, Tom said something on twitter that inspired me to make this post:   

                                 2595437_145168217973_ScreenShot2016-01-01at4.08.27PM.png

I owe the beginning of my journey of making games to Newgrounds. I’ve decided to start writing about the process here to shed light on development for those interested in making games too. 

Since I’ve been fortunate enough to quit my job two years ago and be financially sustained by doing what I like (making games), I want to share with you my mistakes, my learnings and my process as it evolves.


I’d like to return the favor by writing posts every week.


I feel it is only right to give back and hopefully inspire others the way I was inspired by artists on Newgrounds who came way before me.

My game, Sentry Knight Tactics (pictured below), is a continuation of a series of games I’ve developed over the course of a few years. I’ve developed a few other series of games; some of which were failures and others that were successes.

                    2595437_145168013012_ScreenShot2016-01-01at3.34.46PM.png


How do you know what will stick and be successful for you?


You don’t. Experimentation and borrowing from other successful works is key.

I’ve made about 30 games for fun and experimented with tons of genres before I found what works for me. I’ve worked on a few original series, done many game jams and have made contract games for sponsors. Some received millions of plays, high scores and continue to make me money. Some were absolute failures and received public scorn. All were learning experiences that help me as I continue to grow.

Of the games I made, those that did well I made sequels of. Dino Shift became Dino Shift 2. Siege Knight became Sentry Knight. Sentry Knight was loved so much, Justin and I (the programmer) were commissioned to make a sequel and a got a publisher’s interest in Sentry Knight Tactics. These games were financially successful enough for me to not have to work as a graphic designer anymore. 

Experimenting with these early games informed my aesthetic sense and game “feel”. From Dino Shift, I learned players like my cute, colorful characters with expressive, emoticon-like faces. From Sentry Knight, I learned players liked cool animated special effects, gorgeous backgrounds (thanks to Jason) and cartoon gore. I also learned to remove what they hate.

Do what works. Do what you like.

I try to take the feel and aesthetic to the next level with each game I make. The increasingly higher ratings and higher income from my work quantifies their importance to success to me.

     2595437_145168000063_ScreenShot2016-01-01at3.32.37PM.png
                                                          (Quality, Score and Plays increase with time)

Aside from learning through experimentation, I tend to borrow what works from other games. My philosophy is that more of what is good can’t be bad. A concept has proven itself and there is no need to reinvent the wheel. 


My new game is NOT original, just smarter


Sentry Knight Tactics borrows a lot inspiration from Mika Mobile’s iOS game, Battleheart.

                           
2595437_145168356482_giphy.gif

My new game is Battleheart on cocaine. I loved Battleheart. It has a lot of heart despite my many gripes about all it does wrong. Sentry Knight Tactics is what Battleheart could have been if done well.

Sentry Knight 1 was originally supposed to be a side-scrolling RPG. I lacked the skill, money, and vision to make such a game at the time and instead made Sentry Knight 1 the tower-defense game it became. As I developed the Sentry Knight series, I thought about how I could make the world fitting for an RPG. 

I always wanted to make a 2D interpretation of World of Warcraft growing up. Battleheart perfectly broke down the party-based raid controls of WoW into a simple, single player game.  Since they did it so perfectly, it would be foolish for me to try and reinvent the wheel. I took this genre out for a spin with my jam game: Punk Bitches vs The Undead before I decided to integrate the concept with Sentry Knight.

Sentry Knight Tactics is going to do what Battleheart tried to do but actually make it good.

Battleheart demands you grind levels over and over again. Battleheart recycles its ugly backgrounds.  Battleheart only has a few enemies. Battleheart has lousy music. Battleheart’s levels are limited to one screen. Battleheart has no story. Battleheart’s sequel was terrible and lost all the charm of the original. 

I’m taking what Mika Mobile did and making it better with my brand of game feel I learned from making older games.

                            2595437_145168356321_giphy.gif
                                                      (Side-scrolling, loot AND killable chickens. Wow!)


Work smarter, not harder


Time is money. When starting making games, you’ll be broke. You don’t want to waste time and money producing expensive games that take forever to make and that you don’t have the vision or experience to make.

I have a series that was liked amongst fans. I have a publisher who gives me X money to produce a game. I work on my new game within these restrictions. A lot of developers more talented than I burn themselves out, go broke or just flat out fail from from not reaching the unrealistic and high expectations they set so early in their career.

One day, I’ll be able to make even bigger games. Until then, I work within my restrictions.


What are you going to do this new year?


I want to post more about my process in 2016; hopefully i'll make one post every week.

I want to make three games this year.

I hope my posts inspire other people to make content this year.

I hope the people that I inspire in turn inspire others.

Let me know what you’re going to make.

PS. If you want to see more Sentry Knight Tactics stuff and don't feel like waiting for the next post, follow its twitter


Posted by Tyler - July 7th, 2015


Here’s a new post because I’ve been hunched over a hot Cintiq burning my eyes out by starting into it for far too long. 

I just released a wave-based arena shooter, Sentry Knight Conquest, on Newgrounds! Justin and I took the classic Sentry Knight upgrade, wave based formula and introduced some vlambeer inspired juice to it. You can play it HERE

Speaking of genre-changes and sequels: My next game, Sentry Knight Tactics, is on Steam Greenlight. Go VOTE FOR IT after you check out this trailer below:

 

Armor Games is gonna be publishing it when it passes through greenlight, so that’s pretty cool. Help them help me feel validated and achieve my dreams of not starving during development by VOTING on the game here
 

It’s been described as “If Turtles in Time and Battleheart had a baby that was raised by WoW and studied at the Vlambeer School of Juice” by nobody.

~ Til next time, beautiful ~

2595437_143631360633_NGTHING.png

 


Posted by Tyler - September 13th, 2014


Hi,

I just released the comissioned sequel to Sentry Knight over at Armor Games; go check it out! Doing sequels are strange; trying to maintain the feel of the original game but adding new content and trying to mix it up is a hard balance. But, i'm pretty proud of how it turned out.

2595437_141064140121_hero.png


Also, I've been working on Coin Crypt (on Steam Early Access, go check that shit out), and me and my team exhibited at PAX Prime in the indie mini booth. It was a hecka cool experience having people come up to play the game and watch them enjoy it. Also, I got to meet so many other cool devs and even meet some of my game dev heroes (swoon). Being around talent like that really was inspiring and made me set the bar for my future work WAYYYY higher. It really made me realize how much more hard I need to work.

2595437_141064129871_header.png


Breaking out of flash and doing work on other platforms has been really rewarding too. Not only in terms of what I've learned and the friends I made, but it's also become my livlihood. I quit my job 5 months ago and have been living off of making games since; which is fucking awesome. 

THE END.


Posted by Tyler - March 21st, 2014


Hi,

I recently finished up a sequel to my old game, Dino Shift, which you can play by following the link below:

Dino Shift 2http://www.newgrounds.com/portal/view/635158

But more importantly, a friend of mine made some plushies of the game's main character. We're giving one of these adorable bastards away for free. For your chance to win him, all you have to do is leave a comment below.

Should you win, I'll PM you for your shipping info and then send it your way. When it arrives it's yours to do with as you please: Maybe put it on your impressive shelf of collectables? Or hold it tightly as you cry yourself to sleep on yet another lonely night? Do whatever you want with it - up to you!

wow!

Also, should you not win the contest and/or just want to buy one (or ten!), you can do so here: http://www.storenvy.com/products/6196411-dino-plushie In other news, Justin, LlamaReaper and I are making a new game for both browser and mobile. Finally beginning to branch out of flash and it's pretty exciting. Our programmer, Justin, has a blog dedicated to the development of it, should you care enough to follow it: http://jwolfgames.com/

:D


Posted by Tyler - January 13th, 2014


Its been forever since I made a news post here, so here is a news post about things and stuff.

My newest game (that I did animation and design for) is out on the front page now! If you haven't played it: go check it out, yo! http://www.newgrounds.com/portal/view/631799

I'm pretty happy overall with how it came out. http://jwolfgames.newgrounds.com/ (Justin) did an awesome job coding this bad boy, and LlamaReaper (http://llamareaper.newgrounds.com/) killed it on the background art. 

I like defense games still, but I'm sick of the genre now haha. Also, I'm really hoping to break out of flash games at some point too. Its fun and makes decent money (keeps me from having a "real" full time job, which I'm thrilled about), but I've never tried another market and I'm really itching to do it. 

I also did some special fx animation for Lan's Crystal Story II: http://www.kongregate.com/games/lan14n/crystal-story-ii

Other than that, I'm still working on a short little cartoon. Its been forever since I animated something that wasn't in a game or for work/ a client. I miss animating flash shorts and my goal in this year is to do more of that. Also, I rarely put art up here now since I pretty much never finish any still art. I post a lot of my sketches and junk on tumblr, go check them out and critique my shit. http://tyleryt.tumblr.com/tagged/my-doodles

PEACE

 


Posted by Tyler - March 28th, 2013


Hey there bags and baguettes. I released my new game Siege Knight today. You should go play it and (hopefully) enjoy it. Also, looking for criticism to improve plz.

PLAY IT. GO ON.

------------------------------------------------

Also, I'm not sure if people are interested in this kind of thing or not but I put together a collection of "clean, yet imperfect/messy" website/media icons. If you care or have any interest, you can download the set here:

PREVIEW
DOWNLOAD ICONS HERE

I'm also totally open to expanding upon this list if anyone has any suggestions. I'm sure I missed something, but I think I got all the big/important ones covered.
------------------------------------------------

I've also been playing with the idea of a 3D dino-shift, if anyone remembers that game. I think it might be a fun change of pace. Heres a mockup of the character vs. the old design:

New Game + Stuff


Posted by Tyler - November 21st, 2012


HEY GUYS/ To whom it may concern:

MintPaw and I released a cleaned up version of our game jam 7 entry. You should check out the NEW ONE HERE

Game jams are neat for coming up with quick little "prototypes". I thought our game was kind of cool so we decided to revisit it , add some more mechanics, and make it prettier.

That is all.

Also, enjoy this cat's face.

"New" Game


Posted by Tyler - October 14th, 2012


HEY

I made another game jam game. FUN STUFF


Posted by Tyler - May 8th, 2012


Finished up my animation, which you can watch HERE.

It's been a rough few months, rushing to finish that video. I also pooped out the Dino Shift game last month as well (check it out if you haven't). I just enrolled in Adam Phillip's BCA special FX classes, its pretty great so far, give it a look. (Here's my first crack at lightning) Also, i'm about to graduate (from actual college), this sunday actually. So since the hectic times will soon die down, im going to be working on a new game as well.

Back to the moon guardian: I made it for my final animation at my college. I wish I could have done more full animation, but time restraints just wouldn't allow it. I'm aware there are some glaring flaws. Still, I'm kinda pleased with how things turned out. All the backgrounds were rendered out by the oh-so-incredibly talented: MattGreenholt. You should definitely look at his gallery and consider using him if you need backgrounds, or any art in the future. SERIOUSLY, check it out, hes the best. Also, thanks to ZStriefel for doing the sound for the video, it came out sounding phenomenal and I think the music and everything really pulled the movie together. The voice actors also did a stellar job, props to Apatheria, Hnilmik, and Natalie Van Sistine for their lovely voices.

Also, to all who are interested, here is the old storyboard(I always wished more people posted their rough storyboards, so I figure I may as well)

I also had the privilege of attending Pico Day, met a lot of cool ass people (Ukinojoe, Nogfish, SamGreen, the list goes on). Wish I could have met everyone, but there were a lot lol. Additionally, I went to the NYC meet and met/remet even more cool folk, I also went to some nifty bars with Tom and pals. SymbolCymbal was nice enough to let me sleep on his floor on a last minutes notice. It was a blast at karaoke and at the bars; every NGer should attend at least one meetup.

WHAT A LONG POST geewhiz