★ [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!
The graphics for this game are from Hill Climb Racing by Fingersoft. Thanks to @8BitGaming1 for the animating car aerial and man, see: //scratch.mit.edu/projects/560508460/ - 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. - v0.10 - Added new level for the bike (press V) - Separate High score table for each level! - v0.9b - Added dirt particles, wheel spin and better simulation of acceleration (+ bike, press [V]). - v0.8c - More stable when falling from great height + Wheelie score fix - v0.7 - Added High Score Table. - 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.