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hello again!

3rd, Aug 2009 in Announcements Written by santoki 2 Comments

vacation

I’ve been AWOL for a month due to a flu earlier this month and in response, I decided to have an extended vacation – which explains the missing updates and posts. I’ll be posting on a much more regular basis now that I’m able to work on “the desk.”

So what’s the plan?

I’ve been working on a few game ideas and some flourished while others diminished. Here are some sneak peak screens of the ideas that may or may not appear depending on the progress (in no order).

work1

work2

work3

work4

I know I haven’t uploaded an update for Flight for a while and although I can’t promise a weekly update, I’ll definitely add more levels. Some of the problems behind Flight right now is that I seem to have run into a bug that is only specific to the S9 (either memory and/or other internally related bug). For this reason, I have a hard time updating the game. I might have to lower the Frame rate, enemy AI, and /or the hero to accommodate to these weird issues.

At any case, I’ll be back to post some more – just wanted to say I’m still alive. :)

Santoki

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Flight Weekly build v1.1!

25th, Jun 2009 in Flight Written by santoki 24 Comments
Flight in action

Flight in action

After several days of intensive programming and a total redesign of the game, I’m proud to present to you Flight v1.1! While there are still a considerable number of bugs still waiting to be discovered and balance issues, it’s very playable and has a boss level to reckon with.

I’ve taken into considerations to some of the complaints that the game was to bland, and would be fine with slight lag. I’ve tolerated some of the lag that will arise and in return have made it more playable.

Although you can view the changes in detail in the readme.txt (included in the zip), here are some major changes:

  • Added new enemies:
  • Added a power gauge (implemented, but not completely)
  • Added music for title and credit
  • Added new enemies

I know there has been an issue for the hero not having more than one life, I will consider this option. For the mean time ~ GG

Download it here

Santoki

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Flight Weekly Builds 2

17th, Jun 2009 in Flight Written by santoki 6 Comments
Flight in action

Flight in action

After a few days more than expected due to personal reasons, I’m glad to bring forth another update. This update however, may seem like a step down for some due to the changes that have been made/removed.

A few things to note:

  • Removed HyperDrive
  • Removed Random enemies
  • Added fixed enemies
  • Added a 2 blaster limitation
  • Added 25 FPS limitation
  • Changes miniboss moves down 0.15 y-units faster

The Hyperdrive powerup has been removed for the time being, because it had some weird effect on disabling the highscore (to be fixed later on). The random AI ship summoning is now replaced with fixed spawn locations for a more classical 2d shooter experience.

To fight the lag issue, I’ve capped the FPS on flight with a 25fps from the high 30fps. Another change is the 2 blaster limit. This limit will prevent from non-stop blasting, lagging the game, and more strategic runs.

As always, please leave any comments, criticisms, and bug reports.

Download it here: 2SD_Flightv1.02.zip

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Back in town!

16th, Jun 2009 in Announcements Written by santoki No Comments

Sorry for the delays, I’ll be finishing up on some slight design tweaks today and tomorrow and upload a new version by tomorrow at the latest. Sorry for the delays, there was a conference I had to attend last weekend. I’m back and will try my best to continue with the weekly updates and as an added bonus be creating another side game.

Some have been asking about Shadow Kai and its current state – it’s on hold. I know to some this is sad news, but not to worry, in due time it will be back into production.

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cowonmini.com membership?

9th, Jun 2009 in Announcements Written by santoki 2 Comments

Recently I’ve been getting a lot of Korean visitors. Namely from the site cowonmini.com. In hopes to see my fans I tried to access the page that referred the visitors, but was greeted with a page where it asked for my involvement for the site before applying for the membership.

(more…)

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Flight Weekly Builds

4th, Jun 2009 in Flight Written by santoki 23 Comments
Flight in action

Flight in action

As promised, Flight will be having continuous weekly updates. It won’t be major changes, but there will be updates. The current version is now v1.01b.

A few things have been tweaked and changed, but a major addition was the high scores. One thing to note is the static background. It is static and I unfortunately must bring the sad news that it’s for the sake of optimization. I’ve tried numerous ways to have a lag free experience while having a dynamic background, but found it impossible. If there is a way, I will be sure to have it available, otherwise, a static background is the best I can do for now.

Download it here.

Santoki

Again comments, critiques, and suggestions are more than welcomed.

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Flight – a genuine s9 gsensor game

27th, May 2009 in Flight Written by santoki 6 Comments
Flight in action

Flight in action

After several weeks of brainstorming, I decided the Cowon s9 G-sensor would be best used on a 2D space shooter game and due to the lack of dedicated s9 flash games I’ve decided this game was to be made – Flight.

Flight is currently in its early stage. It has been designed for optimization and expandability. Although at the moment the game seems restricted to a simple shooter game, it has been programmed to have the potential of a totally new and enjoyable experience. So check it out now here!

In the current 1.0 build you can maneuver your ship via the s9 tilt. There are only two enemies you can fight. You have one consumable item known as the Hyper Drive which slows down everything except for you (bullet time experience).

Hope you enjoy it. If you have any experiences of glitches and or bugs that have not been mentioned on the readme.txt included let me know.

Advertisers,

If you would like to advertise, please see the file included in the zip file which explains how you can participate in the advertisements.

Flight will be a great investment for advertisements as it will always be undergoing weekend builds (meaning a new version updated every weekend).

If you haven’t downloaded the game already click it here: download

Things to be added,

As mentioned before, this game has expandability in mind so here are some additions that will be added later on:

  • Saving highscores
  • More powerups
  • More enemies
  • Bosses
  • Modes of play (Skrimish, Time attack, Story)
  • Upgrades and stores
  • game GUI and art changes

ps. The advanced s9 gsensor tutorial is on the works.

Santoki

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Santoki’s back

16th, May 2009 in Announcements Written by santoki No Comments

It’s been a few weeks since the last post. The reason is simple – I had a lot of exams to study and commit to. Neverthless, the school term has finished, so I’ll be back to posting as usual.

Thanks for waiting everyone! :)

We’ve got an exciting summer ahead of us.

Santoki

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Advanced G-sensor tutorial in the works!

8th, May 2009 in Tutorials Written by santoki No Comments

It’s been a while since the latest x.30b firmware has been released for the Cowon s9, but from that recent update a new game was featured known as “hunter.” From that game it was revealed that the S9 was not just limited to 4 directions, but also had a Z-axis for a precise tilt measurement.

The code to interepret the precise tilts have increased several folds from the original code with a few more complimenting functions, but after several heuristic attempts I think I’ve found the most simplest coding method for utilizing the g-sensor.

I will be releasing a tutorial based on these changes shortly.

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Tutorial: Cowon s9 G-Sensor Tutorial

19th, Apr 2009 in Tutorials Written by santoki 12 Comments

G-sensor Tutorial

After several weeks of preparation, I’m glad to release the Cowon s9 G-sensor tutorial.

I will assume throughout the tutorial that you know the basics of flash. If not, there are plenty of flash tutorial sites available with a simple search. I will be using Flash Professional CS4 so there will be some minor graphical difference, but the concept will be the same as well as the code.

If you only need to see the example source file, then you can download it here.

Otherwise, you can follow along through this tutorial and begin creating a game that utilizes the G-Sensor -let’s get started!

Prerequisites

You will need a Flash IDE program that is able to author Actionscript 2.0 Any Flash IDE from Flash MX and above will work. You can purchase or try the latest version of Flash CS4 here.

The Setup

1. Create a new flash document with AS 2.0 and change the size to 480 x 272.

Note: It is crucial that you open the flash document in AS2.0 because the Cowon s9 will not be able to read AS3.0 flash files and AS1.0 will not be able to save data.

2. We will also need to set the FPS (Frames per second) to 24.

pic1

3. On “Layer 1″, relabel it to “actions” and lock the layer.

4. Create one additional layers and label it: objects.

Note: While not crucial to lock the frame label and/or the actions layer it is a good programming habit.

tut21


The Objects.

The next portion will focus on the objects you will be interacting with.

5. On the second frame of the Object Layer, add some text.

Click on the text tool and add “This side is up!”

6. If your feeling artistic, draw for yourself an arrow using the shape tools.

tut1

7. Once your finished select both the text and the arrow and make it into a movie clip by pressing F8 and name it “mc” with the registration point in the center.

tut3

8. Now give this movie clip a new instance name of “mc.”


The Code.

This is what allows flash to act upon the g-sensor.

8. Open up the Actions window by pressing F9 on the “actions” layer of the first frame and insert the following code:

var g_sensor:Number = ext_fscommand2("GetEtcTASValue");
mc.onEnterFrame = function () {
    g_sensor = ext_fscommand2("GetEtcTASValue");
    switch (g_sensor) {
        case 0 :
            this._rotation = 0;
            break;
        case 1 :
            this._rotation = 90;
            break;
        case 2 :
            this._rotation = 180;
            break;
        case 3 :
            this._rotation = 270;
            break;
    }
};

9. Code Explanation:

var g_sensor:Number = ext_fscommand2("GetEtcTASValue");

The variable “g_sensor” is a variable (Can be labeled anything) with a data type of Number. The function call to ext_fscommand2(“GetEtcASValue”) checks for the direction of the s9’s current state and assigns it to g_sensor.

mc.onEnterFrame = function () {
...
}

mc will now (based on the fps) continually run the following function.

g_sensor = ext_fscommand2("GetEtcTASValue");

The value g_sensor will be updated now continually.

switch (g_sensor) {
case 0 :
this._rotation = 0;
break;
case 1 :
this._rotation = 90;
break;
case 2 :
this._rotation = 180;
break;
case 3 :
this._rotation = 270;
break;
}

The switch statement will test for the cases of 0,1,2,3. Each 45 degree change will increment from 0-4 and reset back to 0 after a full revolution.

Test your movie! If you did everything correctly place the .swf file into your flash directory and watch that sign move according to your rotation.

We are done setting up the g-sensor! If you are lost, or would like to start with the file I have created  you can download it here.

Alterations:

I’ve made a game (a simulation) of a ball that you can play around with that utilizes the g-sensor. This simulation allows you to play around with the gravity, the friction, and the bounce back power.

You can download it here.