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Captive saves & sound deactivtion 
Just a quick follow up. Captive has been updated again. It now starts without sound (desired for increased speed). It is also possible to save states (instructions remain the same - see the diagram below the game applet).

In the future, I hope to add unique IDs for saving game states. At the moment it is possible to overwrite another person's state... please don't as there are plenty of spare slots and the overwritten slot's previous information will be lost :)

So - as ever - big thanks to David for helping me to figure this out.
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A few fixes and some bad news 
Just a quick note to say that I've been looking a through a few of my earlier games and have run into a few problems that seem to have emerged with the latest Flash players.

Bad news 1st. Blockbeat is pretty much unplayable now: the changes to music integration with AS 3.0 seem to mean that the complex sound arrangements of this game just don't work out. Sound layers play on top of each other, and there are gaps between one layer stopping and another starting. It may just be a Vista problem - but the odds of most users getting a decent game out of this are unfortunately low.

I really, really want to fix this as it's the first game me and aunt nadia worked on, but I won't be able to do anything for a while. It's not out of the question that I might recode the whole thing in AS3. We'll see.

Good news: Metroid Captive has been 'fitted' with the latest emulator from David. The emu is NesCafe - I'm always plugging it, and David is a great guy so show him your appreciation with money if you like the game :)

It runs a little smoother now, though I'm waiting to hear from him to find out if I can default the sound back to mute when the game starts (at the moment - sound is active and the game is slow). I'm confident this will be fixable, but I'm not sure save states now work.

Finally: Water Buoy has finally had the background music added to it. This track is a real aunt nadia special so just check the tune out if not the game. Sound FX still missing but they are coming!!

Finally - people seem to be getting different lighting effects with the racing game beta I just uploaded. The variations are manifold, and as usual browsers, player versions, and operating systems all play their part in adding to the difficulty in identifying the main source. I'll keep investigating this: look for the next / final beta very soon.


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Captive update 
A pretty unspectacular update to the Captive page. Probably not good enough considering this is the first update in months. Never mind.
There's a new control panel on the page with save instructions. Enjoy! And expect bigger things soon!
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What? Another game!? Who is this child prodigy?? 
Ah yes... well his name is Sean and he's actually disappointingly old. Never mind.

Water Buoy is not only the most robust game I've made to date; it also took considerably less time to make than any of the previous efforts (around 5 days, minus testing & the inevitable deployment issues). But I don't anticipate it working on macs, of course, as I'd hate to break the habit of a lifetime :)

At it's heart it's a simple ball & paddle game. But as far as I'm aware WB is an original concept. Inspirations include that Hoover style game from one of the Warioware titles (can't remember which one), and a really neat little puzzle game I found over at Jay's.

Anyway- please check it out. If you're not sold on my previous games, this one is different enough to warrant your attention (I hope!).

The music hasn't been put in yet - that's the only major thing. Time to lobby Aunt Nadia for some tunes.

Description, Reflection etc. are yet to follow (I keep saying that, but doing it is another thing altogether). Also; I'm working on a comments system which I'm determined to put in place in the next few weeks, so be sure to take advantage of it.

Ok - thanks for checking in, now go play!
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