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Developer Spotlight Sky. Games. The creators of SFH2 discuss what inspires their games to the proper way to make a peanut butter jelly sandwich. Sky. 9 Games has heard your questions and answered The creators of the acclaimed Strike Force Heroes, Raze and Siegius series discuss everything from what inspires their games to the proper way to make a peanut butter jelly sandwich. PNG' alt='Watch Juggernaut Online Fandango' title='Watch Juggernaut Online Fandango' />STRIKE FORCE HEROESRAZE GENERAL FUN JUSTIN MIKE GAMES CREATED STRIKE FORCE HEROES ANSWERS What was your inspiration for Strike Force Heroes Mike I had never worked on a shooter and I really wanted to, but we couldnt work on Raze without Addison, so we agreed on a modern shooter akin to Co. D. We wanted it to feel more like GI Joe than Co. D with a lighter tone, lots of colourful characters and a good guy organization and a bad guy organization. Z2WpYrf1M/0.jpg' alt='Watch Juggernaut Online Fandango' title='Watch Juggernaut Online Fandango' />One thing that really sets SFH apart from Raze is the weapon system which was something we wanted to expand on with tons of guns and customization options. Justin We really wanted to make something that felt very different from Raze so it would feel like a brand new series, rather than an upgraded Raze with a modern theme. Because of that, we took cues from Call of Duty, and Team Fortress 2 to add a leveling system and classes to the game. In Strike Force Heroes 2, we had a huge inspiration with the weapon system in Diablo and Borderlands. We really wanted a huge amount of replayability, and so we made a weapon system that would have familiar weapons that had slight stat randomization and quality types with many unique properties. The result was a weapon system that rewards experimentation, allowing you to keep buying and trying out many weapons until you find the one you like and then keep buying stronger versions of it while you level up. Will there be a Strike Force Heroes 3Justin We dont usually force ourselves into sequels. Instead, we think of ideas over time while working on other projects, and create a gamesequel when we have enough funcreative content. This helps us create more defined games as we have a much larger time to think of and discuss new and creative ideas. Because of this, we cant put a definate yes or no on Strike Force Heroes 3 as we dont want to force anything less than awesome. However well continue to think of new features and story elements as we work on other projects, and if we come up with enough suitable for SFH3 then it may be a future possibility. Mike It depends on what you mean by 3. What are your thoughts on introducing multiplayer into the Strike Force Heroes series Justin Ive personally never been a fan of multiplayer in Flash games. Theres a lot of technical limitations that really hold back how much Flash games can achieve, especially in regards to online multiplayer. Because of the fast paced and platformy nature of our shooters, Flash simply wouldnt be able to run them in multiplayer without it being a very poor experience. Even if the game was coded by a team of 1. Although multiplayer would definitely be awesome, I only want the best performance and user experience out of my games. I know that cant be achieved very well with multiplayer in Flash, so its not very high in my to do list. However, its not completely ruled out as I know how high in demand it is. So there are no plans for it as of now, but who knows what might change in the futureSFH2 is laggy on my computer do you have suggestions that might help Justin There are many settings in the options to lower game quality, but Im sure youve already tried thatWe always try to make each of our games look better than the last. With SFH2 we introduced much higher detailed backgrounds and more realistic weapons and soldiers with full camos. Every year new games come out that require more powerful computers Bioshock, Call of Duty, Crysis, etc. Luckily Flash games dont require very much computer power, but we try to make games that feel like more than just Flash games. If youre finding that more and more games are starting to lag on your computer, it may be time to upgrade. Mike This is probably more my fault than Justins so, Im sorry. Which part of the game was your favorite to develop Justin The entire game was pretty fun to createAfter staring at pages of code for long periods, running the game and seeing your hard work actually working, feels great The only thing that was actually a pain in the butt was putting together the map code setting up the AI waypoints, setting the spawns, objectives, etc because it was pretty repetitive doing the same things over and over for each map. The Tomatometer rating based on the published opinions of hundreds of film and television critics is a trusted measurement of movie and TV programming quality. Watch the new trailer for Star Wars The Last Jedi and see it in theaters December 15. Get your tickets now http Visit Star Wars at http. Wilson made his WWE television debut on the February 10, 2009, episode of ECW managed by reallife girlfriend Natalya, under the name Tyson Kidd, defeating a local. Mike The guns were great fun. Coming up with wacky guns and ammo types was great and just pushing the limits to how many guns could even be in the game. I actually drew more guns than ended up in SFH2. Watch Once Upon A Time In The West Instanmovie. I also really like doing the reload animationsand Im just now realizing that this makes me sound like an insane gun nut somy favourite part was drawing the Scientists hair. What are your favorite characters, classes and weapons Justin I personally like them allWe designed the game, so we know the strengths and weaknesses of each class. I tend to switch around a lot as every character feels so different, though I am a big fan of shotguns and rockets. Mike My favourite character in the story is the Globex Leader and thats like 9. Sean gave him. My favourite character to play as is the Juggernaut especially with the Judgement that we used for development OHK and it has a force that blasts guys across the screen. What are your thoughts about minesbombs in Strike Force HeroesWatch Juggernaut Online FandangoWatch Juggernaut Online FandangoJustin Ive got no problem with mines in Strike Force Heroes. They were removed in SFH2 however, because we changed the entire feel of killstreaks. We wanted all the killstreaks to feel more personal, like the player himself was powered up, rather than some small external force. In the end the Engineer was the only class that would really fit with the mine, but it still just didnt feel good enough. We decided to go with big turrets and drones rather than dropping a tiny mine on the floor. It just didnt feel like this amazing thing that was happening when you used a killstreak. Will there be more weaponsequipment added to SFH2Justin We dont specifically plan to keep making additions to the game as we have other big projects in our sights, but its always fun to add a little something in bug fix updates. Mike Technically weve already added a couple of weapons since the release, so theres always something to look forward to especially if youve been playing since it came out. RAZE ANSWERS What was your inspiration for Raze Justin Addison actually always wanted to make a game similar to Unreal Tournament  He went through a few programmers, and eventually contacted me. H-Gb4Ac-c/hqdefault.jpg' alt='Watch Juggernaut Online Fandango' title='Watch Juggernaut Online Fandango' />1 I celebrate myself, and sing myself, And what I assume you shall assume, For every atom belonging to me as good belongs to you. I loafe and invite my soul.