Hmm... every so often I come across translucent walls that I can walk through, usually they appear next to the solid ones at a slight angle (all in the first level.) Feature to try and make it more challenging, or bug?
Dah, I can't do level 8 now! But that's just down to my lack of skill...
The platforms now seem to behave quite differently - I presume that's the intention but it can still have a strange jumping effect if they stop and you try to walk under them (when they're at about head height.) Better though! :)
I like the textures - and they don't seem to slow the game down at all now :) Not on my laptop anyway - and I'd describe it's processing power as the lower end of average!
Sometimes not locking scenarios is nice though, it lets you skip through levels to have a look at things and see what happens if you win - not that I ever would... ahem...
Though of course, locking does have its merits for the opposing reasons!
Ah, I'd seen the status bar pop up in a number of other scenarios and then guessed it was a general thing, nicely done.
In terms of more realistic turning, you'd need to calculate the centre of the rotation of the car and have it rotate around that rather than at its centre (though when it's moving quickly and rotating it seems to rotate around a point roughly near the centre, so that's why it doesn't seem so bad.) The centre of rotation of a car is actually given by the intersection point of the normals of the two innermost wheels - so say you hard coded that the wheels would always turn 20 degrees, when you turned left you'd take the intersection point of the normal coming out the back left wheel (which would just be at 90 degrees to the car) and the the normal coming out of the front left wheel. This intersection point would then be the centre of rotation for the car (if you look in the support classes section there's already a method there to rotate around a point rather than just at the centre of the image.) Not the most trivial thing in the world to implement, but as a challenge task or something similar it could work well!
One of the things on my to do list that I've never got round to has been to write a scenario with relatively realistic car physics (turning, drifting, acceleration with different gear ratios etc.) - there's a heck of a lot of physics there and it's really a case of going as complicated or as simple as you like :)
2009/3/30
Castle Storm 3D
2009/3/30
Zony
2009/3/30
Space Breakout
2009/3/29
Zony
2009/3/28
Zony
2009/3/28
Castle Storm 3D
2009/3/28
FinalChance
2009/3/28
FinalChance
2009/3/28
bumpercars-v2