Physics Powered Games Logo
games  |  blog  |  about

Nice to see that the team that created one of the most popular web games, Line Rider, has decided to use Silverlight for the web version of there next release.

This is great because it is another step toward Silverlight being taken serious for game development.  My  hope is that some of the large portal sites like Kongregate, Addicting Games, and New Grounds will begin to take notice and allow us Silverlight developers to upload our games.

CropperCapture[28]

-Jeff Weber

A team of developers from Cornell gave me a heads up about a game they created using the Farseer Physics Engine. The game is called "Forgotten Sky". It's a retro platformer in the vein of Bionic Commando.    More info and a download link can be found here: http://www.dynamitebananas.com/fs/index.html

A screenie:

ForgottonSky

Rakesh Ravuri, from the Farseer Physics Engine forums on CodePlex has posted about a new Silverlight game he created using the Farseer Physics Engine.

The game is called SilverCarrom.  Some more info and the game itself can be found here: http://www.eternalillusions.com/games/

Here is a screenie:

SilverCarrom

Some folks in the Farseer Physics Engine community just emailed me to let me know they started a Fasreer Physics Engine Wiki.

They are looking for help with content so if you can provide some helpful Farseer Physics Engine content head on over to http://www.farseer.de.vu/ and add it to the Wiki.

-Jeff Weber

I've updated the release files on Farseer Physics Engine CodePlex site. The updated files support Silverlight Beta 2. 

I also added and build that supports the XNA 3.0 CTP (This is the version that runs on Zune).  This build was done by Jeremy Bell and I have not tested it yet.

I'll do a more formal release of all builds once Silverlight and XNA 3.0 are finalized.

-Jeff

I'm leaving to Orlando, Fl in a couple hours to attend Tech Ed.  Should be  a good time.  Hopefully I will run into some of the people I've been chatting with about Silverlight, Games, and whatnot.

A quick progress report on Diver:

Since I released the alpha version of Diver, I've been working toward a beta release and a final release shortly after that.  Things are going well so far. I'm currently building out the Dives (levels) that will be in the game's 1st release. I've decided there will only be 24 dives to start with and more will follow if the demand is there.

After I finish with the levels, I will add ragdoll damage affects and sound to go with them.  Finally, I will work on what I think is the most important feature to the success of the game, the tutorials.  I've been giving this a lot of thought and have some ideas how I can ease players into the rather unique control technique used in Diver.

That's about it for now. Here is a screenshot of an unfinished new level. As you can see, the dive isn't going so well!

CropperCapture[1]

Following up from my last post, Alex has just announce his Blitzmax port of the Farseer Physics engine is now complete. He is calling it Farseer.BMX.

He has added some new demos and informs that the Blitzmax port of Farseer supports both the Mac and Linux.  Nice little bonus there, I think.

You can find out all the details and get the download at Alex's Parade Of Rain blog. Here is the actual post.

Here is a screenshot from one of the new demos.

-Jeff Weber