Some news

June 16th, 2011 by

The bad news is that our previous project was put on indefinite hold.
The good news is that we are currently working on something orders of magnitude more awesome.
We weren’t really as excited about Dorfbox as we should be about our own game, and it had very strong, negative influence on our productivity.

We are not quite ready to announce our new project, because we want the announcement to blow people away (we’ll make a proper trailer and shit) but here’s a little peek at some of the concept art:

An announcement finally.

April 22nd, 2011 by

We had a nearly 5-months long hiatus due to issues of academic and personal nature. But for the last 6 weeks we’ve been working on our next game again, and we’re making some significant progress, so we decided it is time to officially announce it here.
Introducing:

DORFBOX
A physics platformer about a dwarf fighting blobby chomplings and pushing different crates, boxes and barrels down the level for points. A video follows.

As you can see all animations are just sketches and some graphics are just place-holders, but most of the game mechanics are there.
The game will feature a few different levels, probably a level editor, and different kinds of crates and boxes, each with a unique, game-changing mechanic.
The game slowly approaches beta state, but he haven’t even begun working on the sounds and the editor.

Double Engine – contacts and friction

October 7th, 2010 by

I’ve been working on the physics module of the Double Engine for the past week and after lots of trouble, it finally works the way I wanted.
I started by following the contact forces tutorial on My Physics Lab, but the method wasn’t working for me, even the simplified Gauss-Seidel I found here.
Fortunately, I was lucky enough to get help from Scott Lembcke, the author of the Chipmunk Physics Library, who was kind enough to answer all my questions on the TIGsource forums. His answers, together with his paper and the source of Chipmunk, helped me get rid of all my problems and to generally fix my code. Big thanks to you Scott :)

In the video below, you can see how friction (thanks to it the ball can roll around instead of just sliding) and contacts (the objects can now stack without interpenetrating each other) work.

It feels so good to have this working properly. Now that this is finally done, we can begin development of our second game, more info soon!


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