Hi all,
For some reason drop.io dropped my VocabTrainer download site (mind the pun, sorry). Anywho... since I cant seem to remember the password. Here is an updated drop.
I don't have all the vocab lists that I had originally, but I did quick make one for Japanese numbers 1-10. If any of you have any really good ones that you might want to add, feel free to email me them and I will add them to the drop.
Thanks for those who have emailed me to let me know that it was down, both for the update and for your interest in my software. Let me know if there are any improvements that you would like to see as well. I don't have a problem updating my software for my peeps!.
Tuesday, February 10, 2009
Saturday, January 17, 2009
Japanese Clock - Long Time No Post

Two reasons for posting today, one - it's been a while. I think this has been mostly due to work and the holidays. Although, I must blame some of it on my lack of interest in game development. Not so much in a lack of wanting to better myself in the field, but more a lack of wanting to learn... It is a weird feeling to be stuck on a development team where you don't feel like you are wanted, or even worse, feel like your talents are being wasted.
Beyond that, however, I have decided to get back on the boat and I have decided to output some simple apps to get me back in the swing of things. This one is kinda stupid but fun at the same time. I was playing around with rotating sprites in the NDS PALIB development homebrew environment. So here it is: JapClock App by DKCHRIS... Yay...
Download here
Tuesday, August 12, 2008
Update
Hello world...
Ah the great line of any good first application in a new language or with a new API. I have written you so many times I can not even begin to count. The truth is though is that you are boring, so much in fact that I despise your presence. I want more, I want to create and to develop something beautiful and imaginative.
Thus leads me here, an update on my progress into the world of NDS homebrew and my side scroller game. Actually, progress is going well. I have the basics of an engine now and I will be working on incorporating my own art soon (hopefully this weekend ill get something visible I can post screen shots of). The PALib library is very versatile and easy to work with and I believe it will make a game like mine extremely easy to develop. More updates on this soon.
As far as school goes, I am dropping out of grad school for sure. It really has been a waste of my time. The classes for an MBA are completely useless unless you have great plans of being a manager and I don't think I could handle not working with code every day. I am not a bean counter, bottom line... So anyways, this is my last week of class (lots of busy work - including a take home final exam that weighs about 10 lbs.). I am hoping that finishing off the class and going back to a normal life will give me more time to work on my game. We will see...
Thats all for now, check back soon for more info. Oh I almost forgot, I have put together a little puzzle game for the NDS, it is almost done, I will try to put that up tomorrow.
Ah the great line of any good first application in a new language or with a new API. I have written you so many times I can not even begin to count. The truth is though is that you are boring, so much in fact that I despise your presence. I want more, I want to create and to develop something beautiful and imaginative.
Thus leads me here, an update on my progress into the world of NDS homebrew and my side scroller game. Actually, progress is going well. I have the basics of an engine now and I will be working on incorporating my own art soon (hopefully this weekend ill get something visible I can post screen shots of). The PALib library is very versatile and easy to work with and I believe it will make a game like mine extremely easy to develop. More updates on this soon.
As far as school goes, I am dropping out of grad school for sure. It really has been a waste of my time. The classes for an MBA are completely useless unless you have great plans of being a manager and I don't think I could handle not working with code every day. I am not a bean counter, bottom line... So anyways, this is my last week of class (lots of busy work - including a take home final exam that weighs about 10 lbs.). I am hoping that finishing off the class and going back to a normal life will give me more time to work on my game. We will see...
Thats all for now, check back soon for more info. Oh I almost forgot, I have put together a little puzzle game for the NDS, it is almost done, I will try to put that up tomorrow.
Thursday, August 7, 2008
Download - NDS : Helicopter 1.0
Retro gaming time again here at DKGameStudios. This time with another classic remake, Helicopter. Guide your heli through the treacherous cavern full of ominous green rocks... why are the rock always green???? You know every version of this game I have ever seen, the rocks are green. Well, got to stick with tradition on this one as it made collision detection super easy.
Here is a screenshot:
Features:
Get the download here
On a side note, I have been working on some new stuff using PALib so don't expect to see anymore crappy raster ports of old games unless I am really bored, or you're really nice and ask for one specifically. Either case, it probably won't be a raster port unless it would take me less time.
I am however still considering adding some fatlib stuff to this so as to save highscores after power down. Ill keep you all posted.
Here is a screenshot:
Features:- Includes original style game, press A to make your Helicopter climb, release to let gravity do its thing.
- If you hit a wall, floor or ceiling, it's lights out for you...
Get the download here
On a side note, I have been working on some new stuff using PALib so don't expect to see anymore crappy raster ports of old games unless I am really bored, or you're really nice and ask for one specifically. Either case, it probably won't be a raster port unless it would take me less time.
I am however still considering adding some fatlib stuff to this so as to save highscores after power down. Ill keep you all posted.
Tuesday, July 29, 2008
Download - NDS : Snake 1.0
The time has come... legend has it, long ago a giant mythical snake descended from the heavens, charged by the gods with a mission to seek out the holy jewels and devourer them. In return the snake would be allowed admittance into Eden...
Ok, maybe not, but I am releasing my first version of snake for the Nintendo DS. To run it you will need a slot 1 flash card (I have been using the CycloDS) or an emulator such as Neon. You can google NDS emulators and you should be able to find them somewhere.
Here is a screen shot:
Features:
This game was developed in 3 days, approximately 14 hours of development strictly in Frame Buffer mode. I have just started playing with the DevKitPro API for the DS and I figured I would get some practice doing some low level drawing. All suggestions are welcome, feel free to comment.
You can download the .nds or .ds.gba files here. The only card tested on is the CycloDS. If someone needs a different version, go ahead and let me know how to compile for you and I will add it here.
Ok, maybe not, but I am releasing my first version of snake for the Nintendo DS. To run it you will need a slot 1 flash card (I have been using the CycloDS) or an emulator such as Neon. You can google NDS emulators and you should be able to find them somewhere.
Here is a screen shot:

Features:
- Two modes of play
- Traditional (collect jewels to gain speed, length, score)
- Time Challenge (start with a minute, collecting jewels adds time to the clock, survive as long as you can)
- Pause is functional by hitting start button
- Swap screens by hitting the R button
- 4 types of jewels to collect, each modifying either your length or speed.
This game was developed in 3 days, approximately 14 hours of development strictly in Frame Buffer mode. I have just started playing with the DevKitPro API for the DS and I figured I would get some practice doing some low level drawing. All suggestions are welcome, feel free to comment.
You can download the .nds or .ds.gba files here. The only card tested on is the CycloDS. If someone needs a different version, go ahead and let me know how to compile for you and I will add it here.
Game Review - Song Summoner : IPod : SquareEnix
I know that I just reviewed a SquareEnix game yesterday on this site, but I ran across Song Summoner for the IPod that has just recently been released on ITunes. I must say that SquareEnix is really trying to expand their market. I have not actually played this title yet (as my IPod is broke... hard drive crash).
I was a bit sad to see though the limited selection of IPods that this title works with. Apparently a click wheel model is required, IPod nano w/video, IPod classic, and 5th gen IPods. Apparently the touch isn't supported.
The game play reminds me of monster rancher as the premise is to use external media (in this case songs from your ITunes library) to create units called "Tune Troopers" to fight for you in a very FFTactics like system. Listening to your music outside of the game also levels up your units, presumably using the listening count feature on the ITunes/IPod players.
It's really a novel idea and I hope that it is a good game and does well for SquareEnix. I would love to see some other major developers do likewise. Simple games that are sold for cheap using hand held devices functionality is really something that we have not seen much of yet. Most games for hand held are between 40-50 dollars. Which, understandably is a much more desired market, also require end users to purchase specific devices used solely for gaming.
I think that with systems like the IPod and the Zune, there is a much larger market for developers to target, as these devices are purchased by anyone for their music and video playback capabilities and not only by hardcore gamers. Also, at 4.99 from the ITunes store, this is something that I think many people may buy just because it is cheap and really one of the only larger titles out there (other than your traditional Sudoku/Bejeweled style puzzle games).
I was a bit sad to see though the limited selection of IPods that this title works with. Apparently a click wheel model is required, IPod nano w/video, IPod classic, and 5th gen IPods. Apparently the touch isn't supported.
The game play reminds me of monster rancher as the premise is to use external media (in this case songs from your ITunes library) to create units called "Tune Troopers" to fight for you in a very FFTactics like system. Listening to your music outside of the game also levels up your units, presumably using the listening count feature on the ITunes/IPod players.
It's really a novel idea and I hope that it is a good game and does well for SquareEnix. I would love to see some other major developers do likewise. Simple games that are sold for cheap using hand held devices functionality is really something that we have not seen much of yet. Most games for hand held are between 40-50 dollars. Which, understandably is a much more desired market, also require end users to purchase specific devices used solely for gaming.
I think that with systems like the IPod and the Zune, there is a much larger market for developers to target, as these devices are purchased by anyone for their music and video playback capabilities and not only by hardcore gamers. Also, at 4.99 from the ITunes store, this is something that I think many people may buy just because it is cheap and really one of the only larger titles out there (other than your traditional Sudoku/Bejeweled style puzzle games).
Monday, July 28, 2008
Game Review - The World Ends With You : NDS : SquareEnix
Review time...
I've been playing The World Ends With You by SquareEnix as of late. It's a beautiful game and very well implemented for a new IP from a company notorious for re-hashing game play concepts. I was very excited when I first saw this one come out and have recently had a chance to pick it up. I was not disappointed.
At first, I was kind of expecting an emo version of kingdom hearts. Yet, when I first started playing, I had to double check to make sure I wasn't playing a new version of Jet Grind Radio. Although expected from SquareEnix, the game is down right beautiful as far as the art is concerned, and as expected, the music is brilliant. However, music in this game takes a much different approach than the standard SqaureEnix symphonic scores. Very hip, I can even stand to let the sound play at higher than a whisper on my DS, which is probably a first for me on that console.
Even as pretty as it is, the thing that surprised me the most was the innovative game play. The game is really quite unique to the SquareEnix library, and the effective use of both screens makes for quite an exciting fast pace RPG/Adventure game.
The only thing that I would have to say bad about this title is, be prepared to read a lot at the beginning. It does take a while to get into the actual game play of the title, there is a bit of convoluted back story they try to throw at you before you are allowed to fight things. But, it works for this title as the game mechanics are quite complex and the beginning is a fairly painless tutorial that may take a while but at least exposes you to mechanics one at a time.
Bravo SquareEnix, you have won me over yet again as a fanboy. I know we have had our differences in the past (FF7 Crisis Core), but you win. Keep making games like this and I will be devoted for life. Overall rating 9.5 out of 10.
I've been playing The World Ends With You by SquareEnix as of late. It's a beautiful game and very well implemented for a new IP from a company notorious for re-hashing game play concepts. I was very excited when I first saw this one come out and have recently had a chance to pick it up. I was not disappointed.
At first, I was kind of expecting an emo version of kingdom hearts. Yet, when I first started playing, I had to double check to make sure I wasn't playing a new version of Jet Grind Radio. Although expected from SquareEnix, the game is down right beautiful as far as the art is concerned, and as expected, the music is brilliant. However, music in this game takes a much different approach than the standard SqaureEnix symphonic scores. Very hip, I can even stand to let the sound play at higher than a whisper on my DS, which is probably a first for me on that console.
Even as pretty as it is, the thing that surprised me the most was the innovative game play. The game is really quite unique to the SquareEnix library, and the effective use of both screens makes for quite an exciting fast pace RPG/Adventure game.
The only thing that I would have to say bad about this title is, be prepared to read a lot at the beginning. It does take a while to get into the actual game play of the title, there is a bit of convoluted back story they try to throw at you before you are allowed to fight things. But, it works for this title as the game mechanics are quite complex and the beginning is a fairly painless tutorial that may take a while but at least exposes you to mechanics one at a time.
Bravo SquareEnix, you have won me over yet again as a fanboy. I know we have had our differences in the past (FF7 Crisis Core), but you win. Keep making games like this and I will be devoted for life. Overall rating 9.5 out of 10.
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