Here’s the trailer for our new Pilot Winds 1.1 Update. Check it out!
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Here’s the trailer for our new Pilot Winds 1.1 Update. Check it out!
Here it is! This is the sixty second Mad Minute mode from the free version of the game.
Pilot Winds (aka inCline Racer) has just been released on the iPhone App Store. Expect a more detailed post soon, but until then you can get it here:
http://itunes.apple.com/au/app/pilot-winds/id422571600?mt=8
Here is the full press release:
PENGUIN ATTEMPTS FLIGHT!
Media Alert:
Adelaide, Australia – March 16, 2010 – Two Lives Left, developers of critically acclaimed iPhone game Wheeler’s Treasure announced today that, after a year of hard work and dedication, Pilot Winds has been released for iPhone, iPod touch and iPad for free on the Apple App Store.
In Pilot Winds, you play as a thrill-seeking penguin, speeding down a series of bridges that link an endless range of snow topped mountains. By holding your finger on the screen, you fall faster, increasing your speed on downward slopes, while releasing at the right moment lets you soar into the air.
Timing is everything, and if you time your presses perfectly you can reach incredible speeds! Watch out for the uphill slopes which can slow you down dramatically. However, if you manage to tap the screen just as you hit the ground you can bounce over them – maintaining your speed and giving you bonus points to boot!
This free game comes with the Mad Minute game mode, in which the player has 60 seconds to claim highscores. Players have the opportunity to upgrade via in-app purchase to unlock three more varied game modes. With exciting and interesting gameplay and many hidden combos, characters, bonuses and achievements! Pilot Winds also features online highscores and achievements through Game Center.
Further updates are planned with additional game modes being added for both free and upgraded games in the coming weeks, as well as new themes and unlockable characters.
For updates on the game follow Two Lives Left on twitter at http://twitter.com/TwoLivesLeft or subscribe to their news feed at http://twolivesleft.com
I recently had to implement a 2D conveyor belt animation in code, where sprites had to rotate around a capsule of any size with a constant velocity. It turns out it is pretty simple, but it required a few hours to figure it out. I’m posting the math here for anyone who is interested.

This is an image of what I am talking about. (Sorry about the MSPaint artwork, I’m just a programmer!) This shape is defined by 2 parameters. L, the length of the line on the top and bottom, and r, the radius of the half circles.
Here is another image with more labels and examples of the sprites rotating around.

There are 4 points marked here: t1, t2, t3, and t4. They are at the positions where the half circles at the ends meet the line segments joining them. The boxes are sprites and are supposed to be equal distances apart, and the arrows show the motion involved.
First thing to notice is that the structure is symmetric about 180 degree rotations, so for now I’ll just work on half of it.

I’ll work in units from t=0 to t=1, where t=0 is the point t1, and t=1 is the point t3.
You might recall that the arclength of a segment of angle a (in radians) on a circle of radius r is a*r. This means the length around the end from t1 to t2 is pi*r (another way to think about that is that its half the circumference of the circle).
The length from t2 to t3 is L.
The trick to the solution is finding the value of t2 from [0,1], then interpolating on the circle or the line depending on which side t lies.
Of course, we could set t2 to anything, but if it is too small, then the sprites will zip around the circle too fast (and slow down when they reach the line segment), or if it is too large, then the opposite will happen (they will speed up when they reach the line segment). We want to find the value of t2 that will maintain a constant velocity around the corner and along the edge.
Seeing as the total length around the corner and along the line is 1 t unit, we can equate this to the length in physical units. This is L+pi*r. Ie, converting from physical units to t units means we have to divide by L+pi*r.
Now, the point t2 is the proportion of the distance around the corner with respect to the total distance. This is pi*r/(L+pi*r) in t units.
So now, we interpolate the angle and calculate the position on the circle for points with 0 <= t <= t2. ie,
a = -pi/2 + (t/t2)*pi*r (the angle in radians around the half circle, starting at -pi/2 and going to pi/2)
p = (cos(a)*r+L/2, sin(a)*r) (we add half of L to x in order to move it right)
(assuming we are using the center of the capsule as the origin of the coordinate system)
As a side effect, we can also save a in order to rotate the sprites when we render them.
Now, if t2 < t <= 1:
a = pi/2
p = ( lerp(L/2, -L/2, (t-t2)/(1-t2) ), r) (lerp means linear interpolation, ie go from (L/2, r) to (-L/2, r) as t goes from t2 to t3)
That is it for half of the animation. Now you just need to modify it, so that it is flipped for t from 1 to 2
if t>1: #assuming t < 2 still, though I guess you could just take the fraction part
t -= 1 #make t go from 0 to 1 again
p, a = calculate pos as above
p = (-p.x, -p.y)
a += pi
And that is it. Good luck if you use this! It makes for a neat effect.
This was originally posted to my blog, dylansale.tumblr.com
The way I developed the animated ocean effect in Wheeler’s Treasure is something I’ve been wanting to share for a long time now. It ended up being a very small background effect in the final game, but it’s something I’ve always been proud of.
I made this video overview of how it works (best viewed in HD).
I painted a set of 4×4 ocean tiles that were tileable spatially (from one tile to any other tile), and temporally (through the horizontally adjacent neighbours). This allowed me to create a 3D ocean grid with a random texture tile in each grid cell. Each cell was then animated forwards in time from its starting frame. All tiles were guaranteed to match up with all neighbouring cells due to the arbitrary tiling nature of the texture.
I’ve included the texture below, feel free to use it however you like.
A bit of an update on inCline for iPhone and iPad. The new title screen is in and animated, check it out!
(The art needs a bit of cleaning, however)
Hi all, this is my first post, so I thought I’d upload the long awaited photos taken at the Indie Games Room at AVCon earlier this year. We had quite a turnout with around 1000 visitors to our stand (that might include some repeat customers).
Without further ado, here are the photos…
Thank you to everyone who visited us at the Indie Games Room, we really appreciate your feedback.
You’ll be happy to know that inCline is very close to being finished and we will be announcing a release date soon. So don’t forget to let everyone know!
For regular updates about Two Lives Left – like us on Facebook or follow us on Twitter, or just subscribe to our rss feed
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Apple recently decided to come down on developers who reserve names on the App Store but never upload an app. Because of this we lost the name inCline Racer and can no longer use it. (We weren’t sitting on the name, development just took too long.)
You can find out more about inCline here
What could we do? Use this as an opportunity to re-think the name and the story of the game? YES. All we’ve been doing for months is polishing the gameplay.
So I’m replacing the original title screen and name
With this new story sequence (note: these need a lot of cleaning). The name will become inCline Peaks, a small, precariously located penguin community.
Very conservative locals. I’m hoping this introduction will add a little more character to inCline.
Well we’ve changed the way our site looks. A bit. It’s now all about games in cans!