Thursday, July 24, 2008

DungeON - Day 1

Yep, another quicke.

This one was done under a day (few hours even), and I like it the most. It's a gread 3D first-person maze engine just like in the first Phantasy Star, and still completely programable, just check out the examples and the readme file for more info.

http://filebin.ca/fqmez/DungeONv0.20b.zip

Wednesday, July 23, 2008

VisTAI - Day 2

Well, here's more bugfixes, an update to the demo game (TAAOE) and a new version of the VisTAI Graphic Tool.

http://filebin.ca/gvoddm/VisTAIv0.30b.zip

Eric out.

Tuesday, July 22, 2008

VisTAI - Day 1

Alright! So I remade MaiTAI from scratch and now added graphics to it. Yes! Graphics! Just like Thy Dungeonman III, if you know it.

MaiTAI games are compatible, just rename all [MAITAI] or [MAITAI ROOM] headers to [VISTAI] and [VISTAI ROOM], respectively.

http://filebin.ca/ednrcd/VisTAIv0.20b.zip

Eric out.

EDIT: The vtaigfx.exe included is outdated (forgot to compile the new one), so here's the new one:

http://filebin.ca/pczsmv/VTAIGFX.EXE

EDIT 2: Bugfixes. http://filebin.ca/qvuhtk/VisTAIv0.25b.zip

MaiTAI - Day 87

Here's probably what will be the last release of MaiTAI, v1.10b, which has many bugfixes but is also buggy as hell.

For example, you can now use commas in your games, it won't break the line anymore, but take a GOOD LOOK at your code before running it on MaiTAI, or else it might go and enter an infinite loop or worse. Occasionally it'll just crash and close, it's really unstable, but I can say it's better than the lastest release down there. Anyways, here it is:

http://filebin.ca/yjazzg/MaiTAIv1.10b.zip

But, do not worry. A new program is on the works, which is just like MaiTAI from scratch, but with graphics! That's right! Soon you'll be using VisTAI! The games made in MaiTAI will only need some adjustments and conversions to be run with VisTAI, so hang onto your pants.

Friday, July 18, 2008

MaiTAI - Day 83

MaiTAI is here again and finally on a stable release version!

From the Readme file:
v1.00 - Added "INV" command to gameplay, added universal action files,
bugfixes.

Check the sections 2.1 (Main File) and 2.2 (Rooms) of the Readme for more info.

Download here: http://filebin.ca/sjcen/MAITAIV1.zip

Wednesday, July 16, 2008

ElectroChat

Hello again, today I bring you a different program: ElectroChat.

It's a tiny chatting program for 2 people made on Visual Basic, mostly just for Winsock test and fun.

http://filebin.ca/rgjpvk/Electrochat.zip

To serve:
Type your name in the "name" field, a port that is forwarded by your router (if you have one) and click serve.

To connect to a server:
Type your name in the "name" field, a port specified by the server on "port" and the server's ip on "ip", then click connect.

Enjoy!

Eric out.

Tuesday, July 15, 2008

MaiTAI - Day 80

Yay, 80 days of MaiTAI development!

Added "WIN" and "LOSE" on main gameplay, statements are no longer case sensitive (thanks Y2k!), added %N and %G to desc statements, major SAVE command fix and minor bugfixes.

http://filebin.ca/drcgwj/MAITAI055b.zip

Eric out.

Monday, July 7, 2008

MaiTAI - Day 72

Here's a new version of MaiTAI, now with SAVE and LOAD functions.

http://filebin.ca/nsetgc/maitai050b.zip

Saturday, June 28, 2008

MaiTAI - Day 63 - Part 2

Hello again!

More bugfixes and a new CHKITEM statement. Guess what? It's another release!

http://filebin.ca/zjgxht/maitai040b.zip

Eric out.

MaiTAI - Day 63

Hello, readers!

*crickets chirp*

It's with great happiness that I am proud to present you the first beta version of MaiTAI!

Download: http://filebin.ca/gcpen/maitai035b.zip

Includes:
-MaiTAI EXE
-Giant readme
-Test game exemple for you to make your own.

Expect more updates such as games made by us soon!

Feel free to email me about suggestions, comments or if you want to send in your own game made with MaiTAI at: Cool underline Eric 94 AT Hotmail DOT com.

Saturday, May 17, 2008

MaiTAI - Day 21

Development is slow, but here's a "screenshot" peek of what's done:

Mai-TAI v0.11a build 170508 - FOR USE WITHIN ELECTROKINESIS STUDIOS WORKERS
DO NOT DISTRIBUTE
What game should I load? (0 to exit) taaoe
DEBUG (will not appear on release versions): opened ./taaoe/int.tai
Game recognized. Loading...
DEBUG (will not appear on release versions): game name: taaoe
DEBUG (will not appear on release versions): first room to run: bedroom
DEBUG (will not appear on release versions): charater's name: Eric
DEBUG (will not appear on release versions): maximum points: 200
DEBUG (will not appear on release versions): file closed
Game loaded successfully.
Press any key...
DEBUG (will not appear on release versions): opened ./taaoe/rooms/bedroom.rm
DEBUG (will not appear on release versions): room recognized
DEBUG (will not appear on release versions): room title: Bedroom

So, basically, here's what it does: It reads a file for the game's full name, the first room's name, the character name, the game's maximum points, then moves to the room file. Sounds simple, but there's a lot of coding involved.

Eric out.

Monday, April 28, 2008

Timeline, and other things.


I've decided to make a quick timeline of Electrokinesis since its foundation in 2004, not much to say about that, here's it. (click to expand)


In unrelated news, I'm also here to introduce "the other guy", mentioned on the timeline as he wouldn't introduce himself. His [internet] name is Shadow Scythe, he works in the Flash/ActionScript area and mainly is too busy with side projects of his own. That's okay, actually.
Currently we're working on a spaceship-arcade game, Rrrrrocketships, which will be officially announced soon, and released (probably) yet this year.

Eric out.

MaiTAI - Day 2

I'm here to talk about my lastest project, MaiTAI, which I started working on yesterday.

Basically, it's a text adventure interpreter made in QuickBasic. It's currently on version 0.10a, and will not be released so soon.
It will use separate files for the games. You have the initialization file (int.tai), which is already implemented, and room files, each room having a separate file. This way, we can put the interpreter up for download and then develop games for it easily (can be done with a text editor, such as Notepad). I don't have a release dat yet, but I can say that it'll have one release-bundle game: Mark Monkey (more details later).
If anyone who has any experience with QuickBasic wants to help, feel free to send me an email.

Eric out.

Welcome to our blog!

Hello, humble readers! This is Eric, Electrokinesis Studios co-founder, to say so.
I have started this blog to tell what's happenning around EKS, and what projects we're currently working on.

About Electrokinesis
Also known as Electrokinesis Studios, or simply EKS, Electrokinesis is a company created by two cool guys (me and someone else which may introduce himself later on this blog), aimed at making games. We work with Flash, QuickBasic, FreeBASIC and sometimes C.
We are also seeking volunteers on the following areas:
  • Flash animating;
  • ActionScript;
  • FreeBASIC;
  • C;
  • Graphic designers;
  • Musicians;
  • Story/plot writers.
So, if you have any experience in any of these areas, please send an email to ericmanal (at) hotmail (dot) com. Don't forget to also send a sample of your work!