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OpenWheels v0.4.0

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@github-actions github-actions released this 12 Oct 04:46
· 8 commits to 8e3e1c05caa765cecbcbdd632ab4d505d9e80beb since this release
bcecf9c

New

  • Rebuilt restored-campaign levels: Lawn and Order, Idol Hands and Lift Off. Each is now a
    full-length level in the style of the original campaign (layered scenery, invisible collision
    under detailed art, no floating text) with set pieces driven by triggers:
    • Lawn and Order: the neighbours' sunbathers and picnic, Lemonade Hill, a kiddie pool whose
      rims catch the deck unless you lift it, a seesaw over the koi pond, and Mrs. Henderson, who
      swoons when you knock her prize pumpkin off its stand. Finish at the HOA office.
    • Idol Hands: a jungle camp and a carved temple face; strike the idol hanging from a giant
      stone hand and the door grinds open; a boulder drops behind you on the long descent and
      chases you to a low arch; aiming dart guns, a crystal hall with glass and a spike pit crossed
      on a rail, two swinging axes, a gallery that caves in behind you, and a sunset escape.
    • Lift Off: carry a crate with the magnet to Bay 1 to open the hangar door, take the engine
      crate to Bay 2 to open the main door, then fly out under the power lines to the tower helipad.
      Screenshots and the test report are in artifacts/level-review/.
  • Tutorial arrows in the restored campaigns. Lawn and Order, Idol Hands and Lift Off show the
    game's own control arrows to teach each restored character's controls; browser-format levels
    keep their system triggers when converted.
  • Game controllers on every platform. Windows and Linux (Xbox and PlayStation pads, any pad
    remappable), macOS, Android (Bluetooth / USB pads and handhelds' built-in controls such as the
    AYN Odin / Thor) and iOS. The controller drives through the same virtual fingers as the
    keyboard, and every driving action is remappable with three inputs each (QOL "controller").
    See docs/CONTROLLERS.md.
  • Full menu control with a controller. A glowing highlight moves between the buttons of every
    screen (menus, level and character select, pause / victory, popups, the online browser, Your
    Levels, Nearby, account panels); A presses, B goes back or closes, LB / RB turn the chapters,
    the right stick scrolls, R3 gives a free pointer (level editor).
  • Rumble on crashes, hits, broken bones, lost limbs and explosions, by strength and distance
    (off / low / medium / high). Android: the controller's vibrator or, for built-in controls, the
    device's; "phone vibration" (off by default) for touch play.
  • Tilt steering on Android and iOS (off / low / medium / high): turn the device to lean.
  • Touch controls can be hidden on phones and tablets too, and hide by themselves while a
    controller is connected.
  • User vehicles on touch screens: riding a browser user vehicle shows SHIFT / CTRL buttons for
    its assigned actions and an eject button, which only existed as PC keys.
  • Browser physics, closer to the browser game and smooth. Online levels now use the browser
    game's Box2D 2.0 rules: its solver (contacts, joints, damping, speed limits, sleep), its
    sweep-and-prune broad-phase, continuous collision and contact points, on top of its 30 Hz step.
    Characters and vehicles use the browser's exact shapes, level shapes are built in its order, and
    fans, boost panels, harpoon guns, explosions and NPC break limits behave as in Flash. Checked step
    by step against the HTML5 client on real replays. Levels are drawn smoothly at your display's
    frame rate instead of moving at 30 fps, and replays of your own runs play back exactly. On by
    default for online levels (QOL "browser physics"); campaign, restored and editor levels keep the
    mobile physics. Box2D is now built from source (thirdparty/box2d).
  • Main menu fits small screens. The button row shrinks, scales or wraps to two lines on 4:3,
    16:10 and narrow windows instead of running off the edge, and the logo shrinks on very narrow
    windows. A credit line under the logo and an OpenWheels section in the credits.
  • macOS and iOS packages with every release. OpenWheels-macos.zip (Intel, runs on Apple
    Silicon through Rosetta) and OpenWheels-ios-unsigned.ipa for sideloading, built by the release
    workflow alongside Windows, Android and Linux.

Fixed

  • Lawnmower Man died on his own mower: the mower's hull was in a different collision group
    from its rider, so a bump smashed his chest against the hood. The hull now shares his group while
    he rides.
  • Jets on user vehicles (jetpack levels) didn't fire when the vehicle had come to rest: a
    sleeping jet ignored its key. The jet key now wakes them.
  • Restored characters' extra buttons (Helicopter Man's rope up / down, Explorer Guy's stand /
    crouch, Irresponsible Mom's kids) were covered by the special button when the special button was
    set to the left side, so they couldn't be pressed (touch or keys). They now sit above it.
  • Helicopter Man's rope always has at least 2 m to let out.
  • Swords in grouped objects couldn't be grabbed (some sword fights): the original put the
    handle's collision box at the weapon's centre instead of under the drawn handle, so the blade
    hit but the handle had nothing to hold. On browser levels, user levels and the editor's test
    play it now sits where it is drawn (the campaign keeps the original's box).
  • Browser physics only on online levels: restored campaign and editor levels no longer run at
    the browser step.
  • The "select a character" chapter is now the last chapter in level select.
  • Online browser: the search field no longer covers the account button on 4:3 screens.
  • Controls page: the table and hint fit narrow windows.
  • A rare crash when closing the level editor's inspector.
  • Android: the APK is signed with the OpenWheels release key again, so it installs over
    v0.3.0. Test builds from the workflow install alongside it as "OpenWheels beta"
    (org.openwheels.game.beta).
  • Builds: macOS (Xcode 16 SDK), iOS (CMake 4, Xcode 15+) and Windows (MSVC) release builds compile
    again; engine patches stay byte-exact on Windows checkouts.

Downloads

  • Windows: OpenWheels-windows.zip - unzip and run OpenWheels.exe.
  • Android: OpenWheels-release.apk.
  • Linux (x86_64): OpenWheels-linux-x86_64.tar.gz - unpack and run ./OpenWheels.
  • macOS: OpenWheels-macos.zip (unsigned: right-click the app, Open).
  • iOS: OpenWheels-ios-unsigned.ipa (unsigned: sideload with AltStore, Sideloadly or similar).

Legal

OpenWheels is an unofficial fan project. Happy Wheels and its assets belong to Fancy Force / Jim Bonacci. See NOTICE.md.