Archive for the ‘Uncategorized’ Category

Hullfire beta 0.2.0

Saturday, January 28th, 2012

We planned to release 0.2.0 before January so we’re now a month behind schedule. But that’s alright, because this update brings a lot of new stuff.
There were some changes in the engine, but most of them won’t be visible until we make new maps. There is now an in-game chat (activated by pressing ‘t’) plus a lot of convenience changes and bug fixes. All the GUI you see during a game was also reworked (this includes new pickup icons, HUD and menus).

There’s really too much to mention in a blog post, but you can check the full changelog in the downloads section as usual.
Enjoy!

Hullfire downloads

Hullfire beta 0.1.3

Thursday, December 29th, 2011

This update took longer than we expected, but it has one major new feature, and bugfixes that were very important to netplay.

As usual, the full changelog is in the downloads section (link below) but the most important changes are:
-addition of repair stations
-massive changes in netplay code, should give you a much better online experience
-ships no longer collide with each other (this is for the sake of better network synchronisation)
-acid shotgun somehow buffed

Download the new version here:
Hullfire downloads

We live

Friday, April 2nd, 2010

Not much to be said or shown, Tmth is drawing a lot lately, including some awesome stuff for the Warp Speed project, which by the way, has it’s own website: http://warpspeedgame.com/
Not much there yet, but it will change over time.
I, on the other hand, am slowly learning new stuff, currently it’s mainly OpenGL and realistic collisions. As a side effect of this, an early version of our own graphics/physics engine – The Double Engine, should be ready in a few months.

As a footnote, a little clarification on the subject of Trajectory, which was supposed to be our first game. It was written in Python and Pygame, and long story short, the coding sucks.
We decided that releasing the game in this state had no point, so I’m waiting to rewrite it in C++ some day. This will probably happen when The Double Engine will be ready enough to handle such a game.


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