agateau / pixelwheels Goto Github PK
View Code? Open in Web Editor NEWA top-down retro racing game for PC (Linux, macOS, Windows) and Android.
Home Page: https://agateau.com/projects/pixelwheels
License: Other
A top-down retro racing game for PC (Linux, macOS, Windows) and Android.
Home Page: https://agateau.com/projects/pixelwheels
License: Other
When I play, sometimes the game freezes, it’s not very convenient to play, as if frame skipping.
Save the Highscore online / in a cloud so thats it sync if you use more than one device.
I understand why the first car should usually prefer have mines than other gifts, but I think it should sometimes be allowed to have other ones. Let’s say that probably the booster is not a good idea (it would made best scores more random), but having a rocket or other weapons would be great, when you’re taking a lap to followers.
I had a lap time equal to approximately 2 seconds on Tiny sur Mer, because the car crossed the finish line twice between 1st and 2nd lap. Probably there should be checkpoints to avoid this.
At the end of the second race in a championship, I think it would be great to know the score you’ve win because of the race; for now, only the total score is displayed.
As noticed in #28, the image of the title menu is corrupted in the F-Droid build. It looks like that:
It should look like this:
This is most likely due to the F-Droid build being done with LibreSprite instead of Aseprite. Possible solutions:
Ideas:
Speed-navigating through the menu, especially right after starting the app can lead to some assets not being loaded. Mostly sounds, but I also had a case once where the map textures didn't load at all.
Sometimes sound decides to comit homicode on my ears, by completely overdriving the current audio output. Seems to happen on random, but more never happens on first race.
The cars drive very differently the first time after app start compared to any following time, which makes going for better times a little frustrating.
Using the pause menu restart button removes any sound for the current race.
Having multiple attempts (often restarts via going to the home menu and re-entering) progressively makes the game run slower (fps and response time).
Launching a rocket at a booster results in you being faster than the rocket.
Going out of and back in the app while in the pause menu makes the pause button go a little lower.
The last level can be cheesed very badly if, after the first turn you go down into the hole with the missing hitbox and drown near the bridge repeatedly. There's also a missing hitbox right after the last booster.
The rocket launcher constantly makes collision sounds, but only with the human player.
The lap counter stays at 1 even if making negive laps.
If staying in the deep water for too long, but still making it out eventually, an additional helicopter pops up that stays at that place indefinetely.
Hi, cool game, but restart button drops sound. Version 0.12.0 from f-droid
Roadster is really hard to drive: steering is too strong.
On a 7" tablet, the buttons are too small.
Hi! Thanks for making this great free game!
It would be much easier if there was a "Restart" button next to "OK" while race results are shown, so a player can race the same track with the same car again. Cheers!
Not sure if that’s necessary all the time, but at least when you improve the best lap for a race, it would be great to know at which lap you did that.
When stuck against a wall, physics constraint should be relaxed to allow a vehicle to turn in place without requiring the use of reverse.
Hi! Could you please add keyboard input support in Android app?
I’m not a fan of online scores (#32), but it would be great to use best scores a little more, by displaying them at the end of each game, to see at how many 1/10th seconds you were of your best time.
Hi again ^w^
do you think it would be good to have a function, future-proofed as needed, to easily import and export for and from backup? that would be really good to easily backup info to test stuff or just reinstalling the game without losing the data, or maybe even making it possible to add ghosts.
JSON or other formats readable by text viewers is probably an easy way to have this info parsed, but there may be others that may be good...
what do you think? :3
I regularly have the helicopter images replaced by a black square, or even strange glitches. As that’s the only image that I’ve seen failing to load, I imagine it is loaded during the game as opposed to other images, and, as my phone is not really powerful, prefers failing softly.
The vehicle collision algorithm should be improve to compute impulse magnitude based on speed.
Hi,
Since this app is free software, are you considering the fact to add it to F-Droid? There is a strong community behind.
You can find some documentation here.
Otherwise, if you don't want to work on the inclusion of this app by yourself, would it be ok for you if someone else do it for you?
Just to let you know, there is a request for your app here.
Duration of the race should be recorded and displayed at the end.
Hey,
thanks for this game!
Could you add a setting to scale the on screen buttons for left/right?
closed
The game (or what's yet there of it) is fun so far, thanks for that, but the control scheme (Smartphone) is… not immersive. My suggestion would be to either use the gravity sensor for stirring and de-/accleration, or at least to have the buttons for stirring on their corresponding side of the screen. Maybe different options in the settings would be helpful. Speaking of options, one for reversing the stirring direction when going backwards would be cool as well.
I found such a thing that the start screen is 16:9, but the gameplay itself starts at 18:9. I have an 18:9 screen. Xiaomi Redmi 6A bought.
As title says: When I finish a tournament on F-Droid the next button after the highscore-list (1st, 2nd, 3rd) is unresponsive. I realized as workaround I need to lock my screen and unlock again.
Ps.) Funny mini-game! I'd love to get a bit smarter AI though. :-)
It would be great to display the number of laps you’ve been able to take to your opponents. It might even replace the time when you’ve taken at least one lap (as is done in real-life car/moto championship).
hi :3
i don't think that it the answer is clear in the settings: if i were to get a better highscore with the debug settings changed, would that score still register the ones i've got without 'cheating'?
an info at the debug settings screen would be nice to inform that :3
thank you ^w^
When a racer is shot, it should drop his bonus if he is currently holding one.
When you take an accelerator (yellow arrow) in the bad direction, you’re boosted; I’m not sure that’s the perfect behaviour, did you try lowering the car speed?
And, taking an accelerator by moving your car backward makes your car being stopped, even if you take the accelerator in the correct direction; that really feels odd.
(As minus by minus gives plus, taking backward an accelerator in the wrong direction feels ok.)
í assume that the final time is calculated using a constant speed tested with the lenght of the map.
i guess it's okay, but whenever i finish a race but one of the opponent (usually the Rocket) is stopped or really slow, a really large number ends up in the leaderboard.
i believe that something like a timeout whenever the line is crossed for the first time, would be a good thing to add. something between 15 to 45 seconds (depending on map length) to finish before the time is out, otherwise the driver is disclassified and a Did Not Finish (with no point gain if on championship) should show up on the leaderboard.
what do you think?
com.badlogic.gdx.utils.GdxRuntimeException: Error reading file: ui/uiskin.atlas (Internal)
at com.badlogic.gdx.backends.android.AndroidFileHandle.read(AndroidFileHandle.java:77)
at com.badlogic.gdx.graphics.g2d.TextureAtlas$TextureAtlasData.(TextureAtlas.java:103)
at com.badlogic.gdx.graphics.g2d.TextureAtlas.(TextureAtlas.java:231)
at com.badlogic.gdx.graphics.g2d.TextureAtlas.(TextureAtlas.java:226)
at com.badlogic.gdx.graphics.g2d.TextureAtlas.(TextureAtlas.java:216)
at com.agateau.ui.StrictTextureAtlas.(StrictTextureAtlas.java:36)
at com.agateau.ui.UiAssets.(UiAssets.java:36)
at com.agateau.pixelwheels.Assets.(Assets.java:57)
at com.agateau.pixelwheels.PwGame.create(PwGame.java:88)
at com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphics.java:311)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1555)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1270)
In Don’t Slip! and Blocky Town, there are fun gardens; it would be great to have a way to explore them! Could fences have an automatic opening that let the gardens look inaccessible, but would allow to explore them if you present your car there?
When two cars finish a championship with the same score, it would be great to say they’re ex-æquo; by not displaying the number that indicates the classification near the second one, and by changing (when needed) the animation with the planes, so that the cars are at the same level.
When playing on a stand one cannot always decide the orientation: both orientations should be supported.
Using the prebuilt binary (0.13.0) on i3wm on Arch Linux.
Running java as java -jar pixelwheels.jar
In game the keyboard is fine (can use arrow keys and space bar to drive the car and activate bonuses, haven't tested second player's controls)
It looks like opponents can try to reach you with the “rocket” weapon even if there’s a clear wall between them and you; you’ve the red target on your car, they launch the rocket, but you’re sometimes at the opposite of the circuit. Seen usually on the “third” circuit, where, when you cross the finish line, you can have opponents coming in your direction, while they are only at the 4th curve.
(Thanks for this game, it is really fun, playing on Android.)
In Tiny-sur-Mer [French typography requires the hyphens, normally], there are real bugs, false bugs, hard to say bugs, and other.
First, after the first curve, there’s a road that goes outside the circuit, that is not blocked by fences. Similarly, there’s a small space at the second curve.
Another one: after the wood bridge, there’s a sand space that is not part of the circuit (the second sand space), where you can go by following the sea; but, there’s also one of the fences that do not block the car, is that wanted?
Also, from the previous sand space, you can, following the sea, go in a parking (?); there’re various bugs there, you’re blocked by a house that does not exist, and you can go through one that exists; and finally, following the sea, you’re blocked by the shadow of the third bridge…
One more bug: when going backward, you can traverse the sea, you’re not stopped like when you’re advancing, you just need to finish before the helicopter comes.
Well… there’s also the shorpath (by killing you near the shadow of the first bridge). Or should I say the shortpaths? (one by the sea, and one by traversing a house.) Are there really wanted? I find that a bit too much. Allowing going there, why not (there’s just the problem of being blocked by the bridge shadow, again), but you should not be able to win a lap by killing you.
Could not get unknown property 'classesDir' for main classes of type org.gradle.api.internal.tasks.DefaultSourceSetOutput.
When playing against AI, being able to restart whenever we want would be great.
When I'm trying to win a race, and I know I'm way too far behind, I'd like to restart immediately :)
having increassingly longer maps as the game progresses can make it more engaging :3 maps in the range of 40 to 90 seconds per lap (or sprint maps (as in point A to point B)? idk if that would fit the game) are usually good to be considered medium-sized? (idk)
with tips being, each map fitting a certain style, not only for aesthetics, but also for different ways of driving — some with tighter curves, some that gives you an advantage if you can exploit certain mechanics, etc. — while trying to keep a somewhat smooth way of introducing each mechanic along the map. the channel Gamemaker's Toolkit* has some good resources that are worth looking at if you want :3
Should let player do one of the following:
When the player crosses the finish line, the simulation is ended, causing the times of all racers after him/her to be set to the player time. The simulation should continue so that other vehicles have enough time to finish.
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