This Excel template calculates friction head loss or pressure drop for a pipe flow using Darcy Weisbach friction factor equation. Parameters required for this template are allowable pipe diameter, pipe roughness, pipe length, pipe flow rate, fluid density, and fluid viscosity. Frictional's output is as innovative, idiosyncratic and detached from trends as Shake himself. The first 10 releases especially contain some of the most challenging, forward-thinking techno, balancing perfectly sculpted beats with complex rhythms, dynamic propulsion with a sense of melancholy - all delivered with flawless sound design. The collection contains three Amnesia titles: The Dark Descent, A Machine For Pigs, and Justine. Experience the horror that kickstarted the Let's Play revolution; be immersed in three living nightmares that will chill you to the core.
Fiend (2001)
Fiend is a a 2D survival horror game greatly influenced on the work of HP Lovecraft. You play as Nick Cane who is sent to the small town of Lauder to see if a mine contains any valuable minerals. Arriving at Lauder you suspect that all is not right with the town and slowly the visit turns into a nightmare.
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The game was released in 2001 and took around 2 years of work to finish. The engine is made using the allegro library and has features such as realtime lighting and particles effects.
Unbirth (2004)
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A dark adventure game powered by cutting edge game technology. Prepare yourself for a journey through the uncharted territories of your unconscious.
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Developed using a state of the art 3d engine called the KPB-Engine, with features currently used by commercial games in development.
Energetic (2005)
The Energetic project aims to enlighten and educate teenagers about the production and consumption of energy within our society. Rather than being an educational game, we hope Energetic can be a fun way to spark an interest in energy consumption.
Energetic plays like a classic platform game, but with an advanced “hidden” system. This system creates a link between the player, world, objects and enemies. All actions by the player affects the world and this requires the player to have a deeper commitment to the game and make sure he/she isn’t neglecting the outcome of his/her doings.
With an innovating control and interaction solution the game-play will remain subtle, with an easy learning curve, yet challenging and fresh. Energetic is a technology demonstration of this idea and can be viewed as a small part of a full game.
Team Members
Thomas Grip: Coding, graphics, game design and level design.
Thomas project report (In Swedish)
Nicklas Mattisson: Graphics, game design and level design.
Nicklas project report (In Swedish)
Jens Nilsson: Sounds, music, scripting, game design and level design.
Jens project report (In English)
Development information
Timeframe: December 20th 2004 – April 18th 2005
Design document:Download (In Swedish)
Special Thanks
Martin Thorzén for helping out with the particle effects.