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Posted by Valve Sep 23 2011 14:44 GMT
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- Improved input timing by ensuring inputs are processed at a much higher tolerance regarding to framerate.
- OSX binary statically linked.
- Fixed glyph rendering bug in the Flash player which could cause flickering characters.
- Fixed some rendering issues in the Flash player regarding "DX9 device lost" scenarios.
- Fixed some threading issues with sound channel allocations which could cause some sounds not to be played.
- Added a quick fade out transition from in-game to front-end.
- A lot of optimizations in the ActionScript interpreter.
- Improved enumeration of Steam leaderboards, a lot quicker to retreive and update leaderboard entries.
- Using OGG compression of static sounds for improved loading times.
- Major optimizations in the LUA scripting layer, reusing memory as much as possible which means less time spent in garbage collection.
- Reduced number of open file handles to content database which improves loading times.
- Updated SteamWorks SDK.
- Reverted use of DirectInput8 keyboard driver; using Win32 API functions again which proved to be more robust.
- Fixed a bug causing 100% CPU usage when updating Steam leaderboards.
- Overall a lot of CPU optimizations.

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Posted by IGN Jul 01 2011 21:34 GMT
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If there's one thing the PlayStation Network has no shortage of, it's puzzle games. From Tetris to Stacking to Braid, PlayStation 3 owners are almost drowning in them. As such, a puzzler must really set itself apart if it's going to successfully stand out from the pack. With its wicked visual style ...

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Posted by GameTrailers Jun 29 2011 19:07 GMT
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Puzzle Dimension comes to the PlayStation Network!

Posted by PlayStation Blog Jun 28 2011 14:00 GMT
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We are thrilled! Our first PS3 title, Puzzle Dimension, will hit the North American PlayStation Store later this afternoon! Doctor Entertainment is a small indie studio from Uppsala in Sweden and we have worked hard to bring “aha!” moments to you PSN gamers. The moment when the solution to a problem hits you is called an “aha!” or “Eureka!” moment. It is a feeling of satisfaction and the brain dances… that is the feeling that we want to let you experience with the 100 puzzles in Puzzle Dimension.

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The rules are very simple. You control a ball that can jump and move in four directions. Your mission is to roll the ball on 3D structures, pick up flowers and reach the exit. It sounds simple enough, but the puzzles get more complex and new types of blocks are gradually introduced to constantly give you new challenges.

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Puzzle games can easily become very static and that is why we decided to create a more interactive experience. By exploding the pixel graphics when the player moves we achieved two things, the game got more interactive and you can see the path you have taken – which assists you in solving the puzzle. And it also creates a game inside the game to remove all the pixel blocks, which can be quite hypnotic while playing. Music that blends between chip-style and normal added another layer to the interactive mix, giving the game a richer sound.

Running a puzzle game in full HD at 60 frames per second might seem like overkill! But in order to give the player the best possible basis for solving the puzzles we did not want to compromise on graphics. High-resolution graphics and fluid motion was a priority during development to guarantee the best possible game play experience. Supporting 3D stereoscopic vision was a simple decision since Puzzle Dimension is very 3D by its nature.

Look for Puzzle Dimension later today on PSN! Be sure to pick up up now — we’re offering a 10% discount for all PSN shoppers during the game’s first week of release.


Posted by Valve Jun 06 2011 19:59 GMT
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- Added languages: Japanese, Korean and Simplified Chinese.
- Optimized Flash UI renderer and player.
- Major optimizations in the DX9 and OpenGL renderers.
- Improved threading and CPU usage in particle system.
- Alot (!) of performance, threading and memory optimizations through out the entire engine.
- Streaming music from memory instead of IO to reduce playback glitches during loading on low-end machines.
- Optimized loading time both between levels and between in-game/front-end transitions.
- Now using DirectInput8 for keyboard input instead of Win32 API functions.
- Minor graphical improvements on various particle effects, meshes etc.
- Able to adjust gamma in "video options".
- Fade sound when application becomes inactive.
- Faster to shutdown when closing game during loading.
- Some tweaks to "highest" shadow setting to reduce SSAO noise.
- Loading initial resources during startup is now threaded.
- Improved use of registers in shader generation which improve performance on bad OpenGL drivers.
- Improved shadows in front end.
- Randomization bug in particle effect fixed; particle effects are no longer created equally.

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Posted by IGN Jun 21 2010 21:07 GMT
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Some new shots of Puzzle Dimension