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Sworm, which stands for Super Worm, is a worm game on Nitrous (in the literal sense). You, as a competitor of the Sworm arena, fight your way across the game grid. Victory brings large prizes, and large prizes allow you to modify your Sworm vehicle, adding weight removal kits, superchargers, Turbo kits, nitrous etc... To achieve victory, one must master the art of trapping others within the confines of your own creation. By moving across the game grid, where you once were get replaced with a wall. When others crash into your wall, you gain points: the one with the most points wins the match. Interested to try? Are you even worthy of competing in the game grid?
Features:
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Minimum Requirements:
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Recommended Requirements:
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Download Sworm 1.0.2(53.1 MB):
| Download automatic install version (thank you Inno Setup Compiler):
Installation instructions:
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Version Information (how to find my current Sworm Version):
| Sworm Release 1 Revision 2: __________________________ Fixed Bugs in Revision 2: -Fixed the property 38 error by loading the resource in game memory without windows need to register font name in it's database. At the end of the game, the font is unregistered, and hence a complete cleanup of font resources is available without dependency on Windows. -AI game grid indexing errors were made occasionally, which made the game crash. -Fixed the desktop appear between menu unload and game load. Now, default splash window is shown instead. __________________________ Fixed Bugs in Revision 1: -Fixed the Accept bug that occurred when changing the screen resolution. Doing so would corrupt the screen resolution file, hence preventing the game from properly working thereafter. -Fixed the log bug that caused logs to stack on top one another when the log font size was > 12. ------------------------------------------------------------------------------------------------------------------ __________________________ New Features in Revision 2: -Optimized redrawing mechanism:: gave a 65.8% optimization boost -Implemented double buffering on redraw without persistent bitmaps -Optimized HUD drawing:: removed deprecated code and optimized event log filling algorithm -Optimized Clear screen algorithm:: gave a 49.1% optimization boost -Optimized thread handling as to process threads only on certain conditions rather than always (actually faster) -Added optional enhanced lights which add light sources to powerups. This enriches mesh lighting in the game grid at a performance cost -Added a prompt that appears on first game run which points new users to the instruction section -Readjusted the cycle statistics as to offer a wider range of purchasing power at the beginning of the game -Added moving lighting in the menu as a subtle touch of jazz -Slowed credits down so that people can read them -Redesigned unintuitive video options settings in Menu -Made menu object lines very thin: turns out to be nicer (less "greasy") -Slowed down final score board so that it is more visible -Completely hide the cursor on game play -Added version number of upper left of screen in menu -Changed default game score goal from 20 to 10 -Removed unused game art (makes for smaller download) __________________________ New Features in Revision 1: -MeshEdit2: -Added GUI interface for profile closure. -Added profile redrawing and cancelation feature. -Prevent a Sworm vehicle to gain speed from turning given the right set of purchased upgrades. -Prevent a Sworm from constantly accelerating given the right set of purchased upgrades. -Ajusted upgrade prices a bit. |
Screenshots:
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