★ [Right Arrow] - Accelerate (or rotate anticlockwise in the air) ★ [Left Arrow] - Brake (or rotate clockwise in the air) ★ [V] to Swap Vehicles & Level (★New★) I finally got round to playing that Hill Climb Racing game (Yeah I know... it's been around for years! *grin*). It was rather fun, so I thought I'd start to put together some scripts to emulate it a bit!
CREDIT IT TO: griffpatch An easy way to go really far is to go not to fast or else you might flip over or lose. The graphics for this game are from Hill Climb Racing by Fingersoft. Thanks to @WO997 for the animating car aerial and man, see: https://scratch.mit.edu/projects/57724508/ 11 May 2015 - v0.10b - Reset the truck score board (really sorry, but the top scores were achieved with a bug in the scoring system). Re-scripted the high score table to be much faster to avoid lag between plays. 5 May 2015 - v0.10 - Added new level for the bike (press V) - Separate High score table for each level!1 May 2015 - v0.9b - Added dirt particles, wheel spin and better simulation of acceleration (+ bike, press [V]). 30 Apr 2015 - v0.8c - More stable when falling from great height + Wheelie score fix 27 Apr 2015 - v0.8b - By popular request, extra score for wheelies! 27 Apr 2015 - v0.8 - Added bonus score for airtime and flips!26 Apr 2015 - v0.7 - Added High Score Table. 25 Apr 2015 - v0.6 - New car dynamics, Music, Sounds, new bezier spline curve driven level design. The level design is a a mixture of blended sin and cos curves - And it is not infinite! I need to work on a better level design. The level drawing is done using closes with the level split into 16 pixel strips (overlayed by 2 pixels to avoid the dreaded vertical line gaping issue). Collisions are detected using nearest point to a line maths. Roll and bounce of wheels is not done using realistic forces but is estimated using some less complex maths ;) Soft body physics of the car is done using high resolution dampened spring physics.