Check out the Word Zen gameplay in action :D

Posted by Prometheus
Some tips on how to rack up scores in Word Zen quickly:

1. Make plural words.
2. Destroy obstacle tiles whenever possible by making them fall 2 tiles as they produce the most points.
3. Use shuffle often !
4. If you're stuck in the bonus round, click on the Pass button to skip to the next puzzle fast !
5. Know your 2 letter words such as: AD, AH, AR, AW, BI, ED, EF, EH, EL, EM, EN, ER, ES, EX, FA, HA, HM, HO, LA to name a few.
6. Know your 3 letter words such as: GEE, WEE, TEE.
7. Common word endings to include are: -ING, -ED, -ER, -IER, -IEST, and -IES.

Visit the official forum for more tip updates!
Posted by Prometheus
Posted by Prometheus
Thanks guys for the support ! For those who has not tried out Word Zen yet, get it from the official website. :D

http://wordzen.liquidrockgames.com/
Posted by Prometheus
Hurray its finally finished! Liquid Rock Games is proud to present Word Zen for Android phones and tablets. :D

Official Word Zen website: http://wordzen.liquidrockgames.com/

About Word Zen
Word Zen is a simple yet addictive word puzzle game from Liquid Rock Games with a relaxing zen-like theme which will appeal to players looking to test their word vocabulary.

With thousands of official crosswords words to form from, the possibilities are endless!

Features:
* Swipe letter tiles in any direction to form new words!
* Over 100,000 words to solve as seen in official crossword games!
* Global leader boards for players to update their scores and to compete for world ranking.
* Use special tiles to your advantage and form new strategies.

Screenshots:

Posted by Prometheus
Over the past week I've been doing a major surgery on the core Solid State Engine to restructure our physics data format especially on the batching front. Due to the requirement of invisible physics meshes for certain simulations in Aftershock, I had to fix this long overdue feature. Previously, batched meshes from our editor are forced to be static physics meshes thus allowing us to do precise world collision. However, there are times when we don't require such precision or when we want an invisible wall to keep things within a boundary.

Being so, I've redesigned the internal batching architecture to take into consideration of invisible physics meshes. To improve efficiency, I made a new file format to define physics meshes which can both be exported from Blender3D or from our world editor.

After all said and done, a major surgery can be quite an issue. Unexpected bugs started to emerge all over the place. I've probably fixed about 20+ of them already. There's still some more to go at the moment. At any rate, with this new change, our fellow artists will need to reexport their prefabs to the new format. Fortunately scene structure still remains the same. So it's not too big a deal. On the plus side, we get a much more well defined physics system and a more efficient file format. In the process, I've also removed the need of physics definition files for visible static meshes. This will cut down a massive load of unnecessary files which would lower our level file size! Yeay!

Ok. Back to debugging and get this work ASAP. Major surgery sucks. *_*
Posted by Lf3T-Hn4D
Updated the grapple machine with 2 rotating rings.

Posted by Prometheus
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