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Added a new bonus: the homing missile.
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Enabled gamepad on Android.
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Camera does not rotate to follow the player vehicle anymore by default. As much as I like this feature, almost every player prefers when the camera does not rotate, so let's change the default. It's still available as an option.
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Redraw all cars and all bonuses using the edg32 color palette from Endesga.
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Adjusted the design of the police car so that the front and rear are easier to distinguish.
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Made touch handler more progressive, similar to the keyboard handler.
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Bonus crates are bigger now, making them easier to grab.
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Turbo and maximum speed have been reduced a bit.
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You can now destroy mines (and missiles!) using the gun. This also means that when you picked a mine bonus but you haven't dropped it yet, it can protect you from one gun bullet or missile.
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Enabled vsync for less tearing.
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Made gamepad buttons configurable.
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Fixed HUD buttons being huge on hi-dpi devices.
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Made vehicle collision less strange.
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Fixed detection of gamepad horizontal and vertical axis.
- It is now possible to use LibreSprite instead of Aseprite to generate the assets, see building.md for details.
- You can finally play the game and navigate the user interface using gamepads.
- Steering is more progressive, making it easier to make small direction adjustments.
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Skidmarks disappear more progressively now.
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Fix screen shaking too much when spinning with rotate screen disabled.
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Championships! A first rough version of championships has been added: since there are 4 tracks in Pixel Wheels at the moment, they have been grouped in 2 championships of 2 tracks each.
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The volumes of the sound effects have been adjusted to avoid cacophony.
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A fullscreen option has been added.
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There is now a 3 second countdown at the start of each race.
- Moved config file from ~/.prefs/com.agateau.tinywheels to ~/.config/agateau.com/pixelwheels.conf.
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In score tables, player rows now use different colors.
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Mouse cursor is now always hidden.
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libgdx has been updated to 1.8.0.
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Package name has been changed from com.agateau.tinywheels to com.agateau.pixelwheels (but the Android applicationId remains stays set to com.agateau.tinywheels.android so that the game can be updated on Google Play)
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There is a new snow race. It's full of icy patches, be careful!
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The rescue helicopter now has a sound.
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If you don't like Pixel Wheels sounds, you can now mute them from the Settings screen.
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Bots have finally learned how to use the reverse gear to unblock themselves, you won't be able to score easy wins because they got stuck against a wall. (Issue #2)
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I made the vehicles a bit slower, they should be easier to handle now, especially on Android.
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The Android icon was a bit crude, I redrew it to something nicer.
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Sometimes skid marks would be kept from one race to another, this is no longer the case.
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There was a few holes around bridges on the "Tiny sur Mer" map. They have been closed (Issue #16)
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libgdx has been updated to 1.7.2.
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Code is now grouped into packages, making it a little less messy!
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The update to libgdx 1.7.2 required an update of my fork of MapPacker, but instead I decided to use the maps directly instead of pre-processing them to load them through AtlasTmxMapLoader. This means there is no more MapPacker fork in the code and no need to run it before testing a map, just save from Tiled and run the game.
- Added sounds for vehicle engines, collision, drifting, picking bonuses, and bonuses themselves.
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Renamed the game to Pixel Wheels, to avoid confusion with the already existing Tiny Wheels game.
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Finished porting the last screens to the menu systems. Pixel Wheels is now entirely controllable from the keyboard.
- Updated to libgdx 1.6.5.
- Make Android Back button toggle pause while playing.
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On Android devices without physical navigation buttons, hide the on-screen buttons. They can be revealed by swiping from the edge to the center, like in most games.
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The driving buttons have been reworked: they are now larger and look like sectors in the bottom-left and bottom-right corners of the screen.
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The rank now uses a larger font in the HUD, making it easier to read.
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The game UI has been reworked to look nicer and to be usable from the keyboard (and soon from gamepads). Two screens remain to be converted: the high-score screen and the developer options one.
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Player vehicles now start at the last position. While this sounds unfair, it's more fun to pass others than to try to prevent others from passing you.
- Updated to libgdx 1.5.6.
- Fixed recovery helicopter dropping vehicles at the wrong angle.
- Fixed touch buttons to support multitouch, so you can now brake or trigger a bonus while turning.
- Made sure AI racers do not pick a vehicle used by a player.
- Added a new vehicle: Santa Truck! This is the first 6-wheeled vehicle of the game.
- Added road indicators to all tracks so that you can anticipate turns.
- Redrew snow tiles in "real" pixel-art, spread snow on top of pine-trees.
- Reduced viewport a bit so that vehicles look bigger.
- Made the wood bridge of Tiny-sur-Mer easier to drive by adding shallow water around it.
- Made it easier to catchup with AI racers by slowing them down when they are ahead of you.
- Made steering more progressive.
- Updated to Gradle 3.3 and Gradle Android plugin 2.3.3.
- Fixed vehicles being stuck spinning infinitely.
- Hopefully fixed camera turning more than one round.
- Made collisions with walls less forgiving.
- Fixed one player mode sometimes starting with more than one game view.
- Lots of linting fixes
- Improved map documentation
- Documented map properties
- Resurrected project. History needs to be filled.