Archive for the ‘Developers Corner’ Category

Q&A: Jason Whitham, creator of Max Dirt Bike 3

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Jason Whitman has his hands full creating games like Max Dirt Bike 3 and we have our thumbs full playing them. After a four-year delay in the Max Dirt Bike series, Jason’s team decided to get dirty again. As always, it’s a tough set of moto-trials that reminds us Mo’ Tilty Mo’ Problems.

We talked with Jason about why it’s been so long since there’s been a Max Dirt Bike game, what he’s been working on in the meantime and the coolest thing in the world to ramp.


What inspired you to create Max Dirt Bike 3? 

There are so many dirtbike games out that don’t have enough challenge or puzzle elements to them and we wanted to fill that void.  It can get frustrating at times, but you keep coming back for more.


It’s been about four years since Max Dirt Bike 2.  What took you so long!? 

Our team — Brock White, Winston Zhang and myself — has been busy working on Stick Empires, an online RTS game, and Stick War, its offline campaign counterpart.


Where is biker trying to go? And why hasn’t he gotten there yet?

He is trapped in a motorbike matrix dream world.  OK, maybe it’s just a cool-looking place.


What’s the most consecutive backflips you can pull off in one jump?

There is a level with a large catapult where I have seen eight flips. However, landing is another issue.

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Do you have any tips for players?



Are you working on any upcoming games?

Our current project is Stick War 3.


Fill in the Blank: If I could ramp anything, I’d ramp _________.

An elephant!



Play Max Dirt Bike 3 here:


Walkthrough: Dogfight Aces

Tips and Tricks:
- Rise slowly and attack enemies at a lower altitude than you.
- If you struggle with stalls, get some thrust and speed upgrades.
- Turn nose down and dive airplane to get more speed.
- Thrust upgrade affects the ability to speed up faster while diving.
- If you want to reach Sharpshooter medals, do not buy the tail gun, it will impact your firing accuracy stats.
- Bombs are fine, but homing missiles are better, especially with the guidance system.
- Malicious parachute is excellent weapon against Red Baron (Last level).
- Emergency parachute is worth the money. You have a 50% chance to not loose life after you’ve been hit.

Thanks to Wide Angle Games for the walkthrough!

Developer Interview: Aaron Neugebauer


What up peepz? The AG Team recently got the chance to chat with Fat Slice 2 Developer Aaron Neugebauer! Curious to hear what his favorite part of the game is? Read on to find out:

1. How did you get started making Flash Games?
I started making games in Jr. High with a program called HyperCard, which was an old Mac program similar to Flash. Then in college I started messing around with Flash (starting with Flash version 4) making dumb little animations, then making dumb little games. And now I’m (almost) making a living making Flash games.

2. What are your three favorite Flash Games/ What are you playing now?
My favorite Flash games would probably be Rebuild 2 , Little Wheel and Fantastic Contraption.
Right now I’m playing Diablo 3. I’m having trouble stopping.

3. What is the hardest thing about making games?
The hardest part is finishing. You get to where you think you’re about 90% complete, and two months later, you’re still at 90%. Getting those last features, tweaks and bug fixes in there can be quite a grind.

4. Where do you get ideas for games?
By playing other games, mostly. Coming up with a game idea usually involves taking an existing genre, adding in some of your ideas and ideas from other games, then putting your own unique twist on it.
The slicing idea just came from the fact that slicing things is fun. Most game mechanics are centered around something that humans enjoy doing. Slicing things up, shooting guns, knocking down buildings – all things that are even more fun when there’s none of those nasty real-word consequences.


5. What is your favorite part of Fat Slice 2?
I liked putting in all the secrets. I like to think that some may not be discovered for quite a while (have you tried clicking on all of Barry’s marbles?).

6. If you couldn’t make games, what would you do/ what do you do when you’re NOT making games?
Maybe go outside. I’ve heard good things about outside, so I’d probably give it a try.
Other than that, playing games, reading and maybe a little traveling.

7. What would you like to tell people who play your games?
Don’t worry, it should be a little frustrating now and then. There’s no sense of accomplishment without some challenge.

8. Favorite Food?
Key Lime Pie


9. Favorite Movie?
The Big Lebowski

10. Do you have a website?
Yes, it’s
I’ve also started a kickstarter campaign for my next game, Perch ( Any support would be greatly appreciated.

To find more secrets, play Fat Slice 2 today!

Developer Interview: Zack Jordan of Pixelwelders / US Killbotics


The AG team had a chance to chat it up with Killbot developer Zack Jordan who gave us some insight into how he makes games! Read on.

1. How did you get started making Flash Games?
I’ve wanted to make games since I was little, but even after I got good with Flash I couldn’t seem to finish a game. I had to work at a real game studio (Day 1 Studios, where my day job is now) before I learned how to actually make one from beginning to end. Those guys know what they’re doing. So, not counting all the dozens of games I’ve started, Killbot is my first game.

2. What are your three favorite Flash Games/ What are you playing now?
One Chance is an amazing game. I sent that to everyone I know who appreciates games, and a few who don’t. Robot Unicorn Attack is not quite as amazing, but pretty awesome nonetheless. And of course, like everybody else, I really like the Sonny series.

3. What is the hardest thing about making games?
Finishing them! Seriously. I have ideas out the wazoo and I’ve started more games than I want to think about, but actually going from something that is fun to play to a real honest-to-God game is by far the hardest part. For me. Second to that is probably just making the thing fun without blatantly ripping off somebody else’s mechanics. We all know you can make a fun game by reskinning Mario. But could you invent something new and still make it fun?

4. Where do you get ideas for games?
Everybody has ideas for stuff, but they don’t always take them seriously. I keep a little file on my phone called “ideas” that’s about thirty pages long, full of ideas for games, music, stories, t-shirts, toys, food, whatever. The key is to write something down as soon as you think of it. Even if you dreamed it at two in the morning. You won’t remember it later, no matter how great it is.


5. What is your favorite part of Killbot on AddictingGames?
My favorite part is the character you never see: the artist/narrator of the game. You never get to really meet him, but he’s everywhere, commenting on everything in his hyperactive caffeinated way. He’s just so excited about everything, and not cynical at all; I kinda want to be like him.

6. If you couldn’t make games, what would you do/ what do you do when you’re NOT making games?
When I’m not making games (or trying to make games) I’m typically making music. I’m always into electronic music of all kinds, but right now I’m also really into world music. Killbot was my first attempt to bring my music interests into a game world, and I think it kinda worked. There are some ideas in the phone about how to do it better, but it might be awhile before I get to them. I have to do Killbot 2 first, after all.

7. What would you like to tell people who play your games?
Speaking totally seriously, I’m flattered that you would take time out of my day to play my game and listen to my music. And it really means a lot to me when you get involved with the project by commenting on new music or trying out new Killbot stuff.

8. Favorite Food?
I have this theory about Mexican food. No matter what you order, anything on your plate will taste good with anything else. Seriously, try it out. You can’t make a bad combination.


9. Favorite Movie?
This changes daily. I really like serious mindtwisters like Pi and Primer and Memento, but you’ve really got to be in the right mood to appreciate them. But I don’t care what anybody says: I’d watch Speed Racer no matter what mood I was in.

10. Our Publishing Manager on AG is from Chicago as well…what’s your favorite thing about Chicago?
The food, obviously :). The number of really good restaurants per block is staggering. Big Star, Avec, The Publican, Il Mulino… if I made more money I’d go out all the time.

11. Do you have a website?
Do I ever!
U.S. Killbotics on Facebook – I set this up for people to test out new Killbot stuff or give feedback on new music.
U.S. Killbotics on iTunes – For the people that just liked the music.
Reign of Thunder – The other game I’m working on. Not Flash, but still free!

Play yourself some Killbot today!

Developers Corner: Dina Gjertsen

Yup! This was all Dina!

Yup! This was all Dina!

This month we have escape game expert, Dina Gjertsen, a super rad female from Massachusetts. Dina has created some of your favorite escape games, including Escape From The Oval Office, Santa Escape, and my personal favorite, Turkey Liberation Front Escape.
We asked Dina a few very important questions, and here are her answers!

Anya: How did you get started making flash games? Why escape games in particular?

Dina: I started making them as a hobby. I began taking it more seriously when I got pregnant with my son (now 20 months old) because I wanted to figure out a way to stay at home with him and still bring in some money. I started making escape games because those are the games that I most like to play.

Anya: Why do you enjoy creating escape games?

Dina: I like all of it – planning the puzzles, the artwork, the coding. There’s just something satisfying about creating them. They make sense to me as games, creating an environment where the goal (to escape) is very clear from the beginning. I never get tired of them.

Anya: Do you have an educational background in flash gaming?

Dina: When I was pursuing a graduate degree in Museum Studies, I took a class in Flash that was very helpful (my first game was a final project for that class) but for the most part, no, my educational and professional background has nothing to do with gaming or Flash or computers at all, really. Most of what I know I taught myself from books or websites or just figured out.

Anya: Top three favorite flash games.

Dina: Samarost. Grow. Trapped – The White Rabbit.

Anya: If you were stranded on a deserted island, what items would you bring and why?

Dina: Is my son an item? Also laptop, some books and a beverage cooler. And anything my son needed (which is a lot of stuff, actually)

Anya: What is your favorite escape game of all time?

Dina: The first escape game I ever played (like most people) was The Crimson Room. It blew my mind. I had it open on my browser at work for days. I had no idea what was going on and had never played a game like that before. So it’s probably my favorite.

Anya: If you weren’t a flash game developer, what would you be?

Dina: Well, I used to be a theatrical painter, production manager and lighting designer. And I supervised the technical staff of science museum for a few years. So probably one of those things, with my son in daycare. Which would make me unhappy. So flash designer/stay-at-home-mom is perfect for me right now.

Anya: Free for all! Tell us anything!

Dina: I’m 37 years old and female. This apparently makes me rather unique in the world of flash game designers.

Thanks for your time, Dina! We’re super stoked to see your next escape games!”

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