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August 22, 2011: Confirmed last print run of Hangman SG:

For those who haven't purchased Hangman SG, this will be your last chance from us. While we're proud to have had our first game hit over 75 sales, we'll be focusing our efforts strictly to Affinity:Sorrow and other games. For you Mega Drive owners, the Sega Genesis version will also work in the Mega Drives. The only difference between the 2 versions is the labels.

Thank you all for your support!
-Airwalk Studios Staff

August 15, 2011: New video, more Hangman SG stocked:


Another batch of Hangman SG is available, with limited quanties to both the Mega Drive and Genesis versions.

Also, a new video for Affinity:Sorrow (about 2 weeks over due for the news) is available. If you haven't subscribed to the youtube channel, you may have missed the upload. Here it is, in all it's glory:

July 4, 2011: First public game play footage revealed:


Today, being the celebration of Independence Day, we bring you a gift. A large update to Affinity:Sorrow (and soon a website update as well), but let's move onto the more important things - what this video has to offer.

Here is the rough cut of the introduction scene to Affinity:Sorrow. This will be presented when you first start a new game, so while it doesn't give away any spoilers, it helps set the mood for the beginning of the game. This video shows some standards that will be in the game:

Main characters will have portraits in during dialog, while other various NPC's will not. Battle scenes will have animations to them (as seen by the torches on the wall), though they will be subtle in nature so they don't distract the player from the battle. You also see a few methods for screen changes and scrolling, and more will surface later on as well until we feel that we've got it just right for transitions.

Some things you may notice that should be of no concern to anyone:

  • The Frames Per Second is dropped to ~ 40 FPS. This only happens when the video software to record is running. There is no slow down or lag in the game.
  • A slight flicker when walking in front/back of the NPC. This is due to code being altered and shifted. The reason for the code altering/shifting is due to the fact on the real hardware, there were some issues causing the map engine to slow down that the emulator wasn't showing. This is a simple fix.

We hope you enjoy the update(s)!

May 23, 2011: Airwalk Studios Store is now open:


The store is now open, though while we work hard to find a way to accept payments in an easier fashion, the payments will need to be paid through the seller at this point. Each item will have the contact information of the person to contact for each sales until a solid method is put into place.

May 22, 2011: A delay for Airwalk Studios & Affinity:Sorrow news:


Updates to the site and news updates for Affinity:Sorrow were planned for today, however, due to some unfortunate events in the gaming community, Airwalk Studios is lending their hand to help Sega-16 become operational again. We feel their pain at a time like this with relentless attacks on their website, loss of data, and financial costs.

This doesn't mean that work will be halted on Affinity:Sorrow in the slightest degree. Progress will be continued as normal, but the updates, both website and Affinity:Sorrow related, will be slow for the upcoming days/weeks. In the mean time, you're more than welcome to join our forums, as well as SegaAge or Digital Press.

May 14, 2011: A little update:


A lot of work has gone into optimizing the current map engine, as well as adding some new features. In the video demo, you will see collision detection, and the start of the message system. Other things have been added in, but they won't be displayed until later on once development gets a little further.

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April 21, 2011: IRC Chat and a Sneak Peak:


Thanks to forum member kyoto_man, we now have an IRC chat channel. Here's the information:

Server: irc.synirc.net
Channel: #airwalkstudios

Right now we're experimenting with different web based IRC clients, but in the mean time, you can use your favorite IRC chat client, or mIRC. Some, if not all, of the team will be in the chat next Friday night, April 29, 2011, to answer any questions and discuss some of the game.

Now onto the progress of Affinity:Sorrow. The engines have started to be created, the maps are being created, so we decided to give you a sneak peak.

April 9, 2011: Website Overhaul


As you can see, the website has taken a complete face lift, and hopefully for the better. Please be patient while we transfer the old site into the new format. Thank you!

All of the major content has been moved over to the new site (or at least the content that gets all the traffic). The links that are currently not functional are Products, Store, Services, Contact, and About. A majority of these sections need to be ironed out before being made public, so stay tuned. They will be added very soon as soon as some details get ironed out. In the mean time, go register for the forums and start bringing this community to life.

Thanks,
-The Airwalk Studios Group

April 8, 2011: Affinity:Sorrow


A page from Nex's journal was discovered today near the caves of Fey. It's hard to read since it has long been weathered, but here it is, transcribed as best as possible:

Excerpt from Nex's Journal:
"It has been a few weeks since he appeared in my dream, and I can't remove those images and emotions that it had brought. Was that dream a sign? Valeria doesn't understand and won't leave me alone about it. She says I'm changing, but I don't see it. How much does one have to go through, and lose, before he is consumed with the very things that are destroying this world? If my parents were still alive, I would be home now, getting ready to help with dinner, and be able to sleep in my own bed. But no! All of this seems so...unreal..."

April 8, 2011: Affinity:Draw


Affinity:Draw has been added under the Projects area.
 
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