[ PRESS RELEASE ALSO AVAILABLE HERE ]

Los Angeles, California – Oct. 29, 2012 – Sokay.net is proud to announce that DONUT GET! is now available for iPhone, iPad, Android, and web browsers. DONUT GET! is a game about a cop eating donuts raining from the sky.

Everyone knows police officers fantasize about the burning of Donut Shops, and Officer Brown is no exception. With donuts bursting in air, there’s proof in the night that Officer Brown will be there. You assume duty as our rotund hero crosses the thin blue line with sweet dreams of round treats bouncing behind his eyes–plenty o’ donuts to get.

The web-based Flash version is 3 games in 1: driving, fighting and donut getting. The player’s actions change the game itself and multiple cinematic endings are available.

The mobile and tablet versions of DONUT GET!, developed with Unity, are a streamlined, arcade version of the game. The objective is simple. There are donuts. GET THEM. As many as possible. The game integrates the GREE platform for leaderboards and achievements.

DONUT GET! is available on:

 

COME AND GET IT!

More information available at http://www.donutget.com

About Sokay.net

Sokay.net is an independent game development team in Los Angeles, California. They say it never rains in Southern California. At Sokay, we make it rain. Sokay.net has developed the games Thugjacker, LUV Tank, Rush Hour Plus and Sammy Samurai.

[Partial repost from our Tigsource DevLog]

ANNOUNCING — DONUT GET! for Android Has Been Released!

Download it for FREE at:
https://play.google.com/store/apps/details?id=net.sokay.DonutGet


Last week I spent some time prototyping our next game in Unity. Of the block matching puzzle game variety.

This week I jumped back to focusing on Donut Get! iPad version and finishing up where I left off with the in app purchasing. I was running into a problem of it just crashing when a purchase started so I had to do a bit of optimizing to prevent that. So far so good, as now I can at least get it to work!


In app purchase screen to remove ads.


Thank you screen!

The textures for the sprite animation is eating up a ton of memory. I’ve tried to keep the cop animation sharp and crisp but I’ve had to bring down the res a bit to accommodate all the lower-end devices it keeps crashing. 🙁 So for now, I’m trying to stop crashing Android phone! haha

Later I hope to do some research to switch between spritesheets based on the memory available on the device. Not quite sure if that’s possible/reasonable yet.

Donut Get! Android is available on Google Play so check it out if you can. Let me know how it works for you!

iPhone version available soon!

The OG Flash version still at http://www.sokay.net/play/donut-get

Thanks for reading.

Peace!

Shortly after I posted my tutorial on creating a Starfield with Away 3D Lite I tried to see how much I could improve performance with Away 3D 4.0, which was Flash 11 and in Beta stage at the time. I got caught up with finishing Donut Get! and working on Unity stuff and forgot about making a post about the demo. Here’s a post about that Away 3D 4.0 demo I made.

This was inspired by playing Kid Icarus on 3DS. During the flying segments, you’re always flying through clouds which is a great effect. I think they do something similar to this, where the clouds are 3d slices of a cloud which you pass through.

I created the clouds with noise. To get “3D slices” I used a 3d Perlin noise generator by Ron Valstar. The regular Flash noise class lets you generate noise on X and Y axis, this allows you to move in the Z axis to create slices.


View the tutorial demo here: http://blog.sokay.net/stuff/starfield2/

I used Sprite3Ds for the cloud slices, hoping that that would allow me to use a greater amount of cloud slices. In this demo I’m using 12 separate Sprite3D instances. It takes a while to generate the noise at the beginning, I don’t think this noise generator anywhere near as fast as Flash’s internal one unfortunately. I spent a long ass time adjusting the Generator and settled on this result which I felt was looking pretty good, rather than just settling for something that was fast to generate.

Sprite3D displays like a billboard/plane in 3D space that is always pointed towards the camera. The problem with Sprite3D is that it’s displayed as a point in space, and if the point isn’t within the camera viewport, it doesn’t display at all. You can see this issue as you rotate the camera to the side. I tried a list minute fix to change it to planes but I couldn’t get the planes to display. It may have something to do with the scale of the scene, the slices are like 15,000 width. Not spending any time trying to figure it out so good luck with it if you wanna try!
Continue Reading…

Ok, I had a hell of a time figuring out how to load in XML for a Unity project I’m working on and use it to build a level. Fortunately the Unity Community is vibrant and helpful, even though you may have to do digging to find what you’re looking for. It can be difficult getting started, especially when working in C# as many of the examples are coded in Javascript.

Here’s an example of some game xml:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
<stageData>

<stage>

<map>1, 2, 3, A, B, C</map>

<map>4, 5, 6, 7, 8, 9</map>

<map>2, 1, 3, 5, 6, 2</map>

</stage>

<map>0, 0, 0, 0, 0, 0</map>

<map>1, 1, 1, 1, 1, 1</map>

<map>A, A, A, A, A, A</map>

<map>3, 3, 3, 3, 3, 3</map>

<map>C, C, C, C, C, C</map>

</stage>

</stageData>

Keep in mind that there’s a million ways to go about doing this. I tried to justify why I did it this way, and the best I can say is “I just felt like it.” Haha!

I ended up using a C# port of this Lightweight XML parser. The benefit of it supposedly is that it’s only 8k compared to a megabyte or so that would be added if you used the native C# class, System.XML. I used the C# port by chirhotec in this post. I had to make a small change, commenting out the “string nodeContents” line because the variable wasn’t used.
Continue Reading…

[Repost from our Tigsource DevLog]

We’ll be debuting the game this week during Sokay Play 8! Our gallery show during the Downtown LA Art Walk…


This week during the Downtown Los Angeles Art Walk. Check some photos from previous events on our Flickr.
If you’re in the Los Angeles area, check it out. More info at our blog. We’ve been doing it every month so there’s always next month!

So E3 was this week so I went out and hung out the homies. Playing some games, drinking, etc etc.


A lot of stupid times, but I had a blast!

Continue Reading…

Sokay Play 8 is Thursday this week during the Downtown Los Angeles Art Walk. Check some photos from a previous event on our Flickr.

 

SOKAY PLAY 8
THURSDAY, June 14, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!

[repost from our TigSource DevLog]

This week I started cleaning up some promo art that Ricky drew…


Planning on making a Donut Get! t-shirt with this artwork.

Sent out a Beta link to a buncha peeps yesterday, thinking through the feedback to see what I should try to address and what I’ll decide what is “intended to be like that!” haha! It’s a tricky thing for me because there are some things people want/expect to be explained clear as day, while I intend for the game to be a bit of an exploration. You’ll figure out more about it the more times you play. But the major issues I’ll need to address first will be things that make it easier to replay — shortening slower parts, making it easier to skip parts, etc.

I’ve been reworking the Donut drop patterns which have been super rough. Trying to create a flow to it.


These are the items that fall from the sky in the Donut segment
There are 3 types of items that fall…

  • Donuts: variety of 5 types, these are like points
  • Debris: these mess up your day, fall on your head and make you drop to the ground
  • Coffee: speeds you up, makes your jumps floaty, lasts briefly

With the unspoken objective of collecting as many donuts as possible, the player runs back and forth collecting donuts. Bouncing on the heads of the NPCs allows you to jump high into the sky and lets you collect many more donuts than you can get on the ground. You must do this while avoiding hazardous NPCs that knock you down or fight you. Also debris is falling as well so you need to avoid it. The coffee powerup is meant to be a temporary speed boost, I’m trying to design the pattern so that you can get a flow of coffee boosts if you navigate through the obstacles well.

Working on the donut drop pattern is a tedious mess because I’m doing it with a ghetto array and it takes a while to build the game and test changes. I would do this a completely different way if I was starting the project today but that’s another story… haha!

David’s waiting on me to do some more animation, I’m gonna setup some additional characters that will be added to the game sooner or later. And I need to take another pass at the fighting game…

[repost from our TigSource DevLog]

Last time I posted, I was wrapping up some of the fight sequence animations…

Then I focused on finishing up a bunch of NPC animation for the characters running around in the game…

The perfectionist in me isn’t satisfied with some of the animation but its GE (Good Enough) so I managed to move on to other things.

The game will be localized in 4 languages: English, Chinese, Russian, Spanish. Many thanks to my homies with language skills that were willing to throw down. So far most of the Chinese is complete, Russian is almost halfway.
Continue Reading…

Here I go again with another last second post! Sokay Play 7 is tonight during the Downtown Los Angeles Art Walk. Check some photos from a previous event on our Flickr.

 

SOKAY PLAY 7
THURSDAY, MAY 10, 2012
FROM LIKE 8PM – MIDNIGHT
During the Downtown Los Angeles Art Walk

@ The Medallion
334 S. Main St Unit #334-5012
Los Angeles, 90013

COME AND PLAY SOME GAMES!

If you still don’t know what I’m talking about, check out a video from a previous show: http://vimeo.com/33895049

Peace!

[repost from our TigSource DevLog]

My recent focus was finishing up some fight scene cinematics. Last time I posted, David Rod had sketched out some storyboards to help me out, here’s what that turned out like…


Storyboard by David Rodriguez

I used most of the shots from this and drew them in Illustrator, and animated them in Flash. They turned out looking like this…


Cinema artwork by myself

Now these are animated and in the game. With this major task complete, that means one less major task to think about! We’re getting super close, just a few weeks left till we’ll be wrapping up.

Also, in the last few weeks I implemented a quick ‘n dirty localization system so the game will be able to be in multiple languages.

Next on my to-dos is to finish the NPC animation in the Donut Segment.