written on Friday, January 5, 2018
Welcome to 2018! To celebrate this new year, here is a new release of Tiny Wheels!
The focus for this version was the user interface.
The game UI has been revamped, with big buttons and a checkerboard background. This new UI is more keyboard friendly: almost all screens can be navigated using the arrow keys. I still need to convert the high-score and developer options screens. This is an important step for gamepad support, which I want to work on soon.
I am not entirely sold on the purple for the buttons, so this might change again.
The HUD received some love too: the rank text is bigger, making it easy to check your position at a glance.
The Android side is where I made the most changes. On this screenshot you can see I replaced the touch buttons with pie buttons:
I like this layout, but I haven't seen it in any other games, so I am interested in your feedback on them: are they convenient to use? Do you understand their function at the first sight? The left and right button icons are pretty straightforward I think, but I had a hard time coming up with icons for the "brake" and "action" buttons of the lower-right corner. Again, if you have suggestions they are more than welcome.
written on Sunday, December 3, 2017
We are getting close to Christmas, so I just released a new version of Tiny Wheels with a special vehicle, just for the occasion. Introducing... Santa truck!
This truck is the first 6-wheeled vehicle of the game, it's also the first one with 4 steering wheels: the wheels from the middle axle steer half as much as the front axle wheels.
The main focus of this release was to try to make the game easier. To achieve this, I made the following changes:
- I added road indicators so that you can anticipate curves:
Maps have been made less tricky: there are less places where you can get stuck, requiring you to reverse. Additionally the infamous wood bridge in Tiny sur Mer is a bit more forgiving: you can drive a bit in the water around it before drowning.
I adjusted steering so that the vehicles do not go straight to the next wall if you press left or right at high speed, especially when the turbo is on.
Finally I made AI vehicles in front of you drive a bit slower, making it easier to catch up. This is similar to what (I assume) Mario Kart does.
I also reworked the tiles of the snow track: they are now real pixel-art (they used to come from an SVG document because they were created before I decided to go pixel-art) and the pine-trees are now covered with snow:
written on Sunday, November 19, 2017
Tiny Wheels 0.3.0 has been released for 3 weeks now. So far the feedback I received can be sum up like this:
The screen rotation makes me sick
There is an option for you in the settings to disable screen rotation.
Dude, it's (too) hard!
It is, indeed.
written on Sunday, November 5, 2017
I finally released version 0.3.0 of Tiny Wheels.
written on Thursday, November 2, 2017
Last month I participated to Inktober.
written on Friday, October 6, 2017
A new release of Tiny Wheels will be out soon.
written on Monday, September 25, 2017
Drawing bridge tiles for Tiny Wheels.
written on Friday, September 8, 2017
Drawing the rescue helicopter in Tiny Wheels.
written on Friday, September 1, 2017
Improving water tiles, having fun with Makefiles.
written on Saturday, August 26, 2017
Implementing water "ground" in Tiny Wheels.