PixelWheels missile is mostly done! The missile behaves correctly now, and I just put together a decent-enough sound for it: http://agateau.com/tmp/missile.mp3 (made with SFXR Qt, of course!)
Here are the 3 iterations of the design: v1 was not readable on top of vehicles, v2 was too gray, I like v3 :)
I managed to find the bug which caused PixelWheels missiles to "loose" their target, thanks to much logging and "analyzing" of said logs using LibreOffice Calc.
I taught myself some matplotlib a while ago, but I always seem to forget how to use it and go back to Calc, cursing my faulty memory :)
After too many attempts at drawing decent top-down trees for Pixel Wheels, I am considering changing to an RPG style perspective. True top-down is too frustrating to draw with. This is what I have so far.
I just released Tiny Wheels 0.5.0, featuring a much improved experience on Android and a bunch of other changes! But... is it the last Tiny Wheels?
Check out the announcement on http://agateau.com/2018/tinywheels-0-5-0/!
Experimenting with pie buttons in the corners of the screen for Tiny Wheels. It feels nicer to only have to rotate the thumbs to reach the buttons instead of really moving them. I haven't met this kind of layout so far in mobile games, do you have experience with a similar setup, what do you think of it?
Here is Tiny Wheels 0.4.0, featuring Santa truck, snowy pine-trees and improved gameplay!
Father, Free Software developer, amateur pixel artist, geek, retro gamer, runs too many projects • http://agateau.com
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