View Profile Wurmy
Toastie Republic Programming Peon

Ian @Wurmy

28, Male


Houston, TX

Joined on 6/20/06

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Wurmy's News

Posted by Wurmy - April 25th, 2015

Happy 20th birthday, Newgrounds!

Since this is such an important holiday, I figured it'd be great to show off what I've been working on recently (in the world of Engauge). Consider this my sub-par submission for Pico Day 2015.

PS: If you're an animator and you have experience with Spine, let me know! We're not currently looking for an animator, but we will be soon!

This here is our friend, Mad Mo. He's not actually mad, he just looks that way.


Progress on Engauge is slow but steady. This past week I worked on Mainbots Melee Core. If you don't know, Mainbot (our hero) will travel the world and acquire Cores along the way. Cores are just a bunch of abilities rolled into one. They work much like in Smash Brothers. The Up-B, for example, launches Mainbot in the air. Side-B makes him spin like a tornado. Down-B makes him cannonball into the ground. Neutral-B is a charged super-punch.

We've got all four mechanics of the first core working, although this is just the first iteration. I can already tell that his Side-B will need to move Mainbot horizontally and that his Neutral-B requires a much better punch animation.

We've also got several enemies in there that actually run around and try to murder you. They're not quite as smart as this behavior tree would lead you to believe, although they do have some basic pathfinding.


We've also been working on some different ways to move around the world, such as the vines. For anybody who cares, they're made up of a series of HinjeJoint2Ds with angle limits. The player (or any character, such as an AI) can push on the vine. This is just a simple horizontal Impulse force.

The mesh is built dynamically. Under the hood, it's actually just a SkinnedMeshRenderer with a custom Mesh and weights. Each dot is a HingeJoint2D (controlled by Rope Length and Rope Length Per Segment). The Rope Width is just how wide the mesh is. It actually was pretty painful to make sure the mesh was not saved by Unity.


Here you can see the ropes in action. Observe how Mainbot effortlessly flies through the air! Ignore the random screenshakes. It's our friend Mad Mo. He's a little upset that he didn't get to show off in this webm.


That's all for this update. There's a countless other things we've worked on since the last update, but I don't really remember all of them. It doesn't help that my commit messages are probably not too accurate.

So, until next time! Happy Birthday Pico!

Posted by Wurmy - February 23rd, 2015

A guy I don't know personally, but think highly of has just put his game on Kickstarter! If you like pugs, point and clicks or pugs and point and clicks, then be sure the check out Seventeen Uncles: A Pugs Life!

A Point n Click Adventure Game following our hero Kirk the pug and his quest with dozens of exotic and surreal locations and characters

If you're not convinced by these lovely screenshots, or the marvelous description, then be sure to check out the demo he's got on his website. The voice acting is superb.





In other news, work is coming along in Engauge. I had meant to post updates here more often, but I tend to get caught up in work. Here's a small taste of what we're working on right now.


Posted by Wurmy - August 30th, 2014

Oho, greetings Newgrounds!

Engauge has less than 48 hours left and only needs 10% more to reach its funding goal. Come check it out!

We also released a pre-alpha demo, so you can get a pre-alpha taste of the final product!

For more information be sure to visit us on Twitter and our official website. Stay frosty!


Posted by Wurmy - August 17th, 2014

Hello once again Newgrounds!

My, what a fancy week it's been. Engauge has just reached the 51% on Kickstarter!

On the development side of things, we've been hard at work on the Electric Core and will soon be putting out a new update for it, so stay tuned!

If you missed it last week, here's our look at some of the mechanics in Engauge:

For more information check out our official website, twitter, IndieDB (in which we reached the top 100 for the first time!) and Greenlight page. Thank you, and goodnight!


Posted by Wurmy - August 8th, 2014

Update: The Rocket Core!

We've just released a gameplay update. Check it out on Kickstarter!

Greetings Newgrounds!

I'm pleased to announce that Engauge has raised $11,461 on Kickstarter in 7 days! We've been hard at work at the Toastie Republic this past week. We just uploaded a new trailer with more diverse gameplay to Kickstarter, Youtube and Greenlight. Go check it out!

We'll also be releasing an update where we go more in depth with the games mechanics within the next few days. Look forward to it!

And if you can, help support Engauge on Kickstarter!

For more information check out our official website, twitter, IndieDB and Greenlight page. Thank you, and goodnight!


Posted by Wurmy - August 1st, 2014

Greetings Newgrounds!

I am pleased to announce that Enguage is now on Kickstarter! By golly, it sure has been a fun trip. But wait, the trip isn't over yet! Not until we reach our goal! Come, one and all! Help us make this game! Please pledge and help spread the word to your friends. Thanks!

Be sure to check us out on our Blog, Twitter, IndieDB and Steam Greenlight!


Posted by Wurmy - June 27th, 2014

Greetings Newgrounds!

Today I created this monstrosity. Click here to see it in action. There's still some polishing to be done, but I'm happy with the result thus far. Mashing things together has never been so fun!


In other news, we've been hard at work on the grand adventure of X1S (the titular character, the one and only giant blue smashing robot!). So hard we even took it slow for a week! But now we're back on track, ready to venture forth into parts unknown and discover all sorts of amazing secrets!

If you'd like to follow our progress in a more coherent manner, you can follow us on Twitter, check out our Blog and stay tuned for a website redesign! We've also started a blog on TIGSource if anybody is into that kind of thing. Likely, we'll post random scraps that aren't fancy enough for our actual blog.

Until next time!

Posted by Wurmy - May 28th, 2014

Greetings Newgrounds!

Are you ready for another update on Engauge? Some of you may have noticed that I list myself as a programmer. However, for the past very-long-time I've been an animator and an effects artist!

I've been working to create and revamp animations. Here's a couple of the newest samples. The run animation used to run at 24 fps. I've double the frames and now it runs at a silky-smooth 48 fps. It feels a lot better in-game. The other animation is an in-air smash that doubles as a double-jump. It also allows you to smash enemies into the ground, like so!


I've also been working on effects, for when you bash and smash things. Oooh, fancy!


And as a bonus, have a video showing off how far we've come since we first started this project. It brings a tear to my eye, it does.


As always, you can follow our progress on Twitter, our dev-blog and right here on Newgrounds!

Until next time!

Posted by Wurmy - April 13th, 2014

Hello Newgrounds!

Work continues on our dandy game, Engauge. Quite a few things are going on behind the scenes, so until we have something more solid to show I'll show you some fancy art.

If you'd like to find out more, you can check out our Twitter, Blog and Website (which will be getting makeover soon).

Here's the world map of Engauge, showing off the Badlands, the City, the Jungle and the Abyss. Fancy!


Throughout your journey you'll be able to collect things. Here are some of those things. Delightful!


Posted by Wurmy - April 2nd, 2014

Hello Newgrounds!

I know it's been a long time since my last update on our game Engauge, but here we go!

We've been hard at work for the past however-long-it's-been-since-I-last-updated. In that enormous span of time the main character has gotten another redesign and we've updated our visuals quite a lot. Now we have a pretty good looking city and jungle. Hurray!

I've also been working on juicing up the game some, but I don't have much to show on that front just yet.

Until next time! And as always, you can follow our progress on twitter and our blog!