This is a video of my isometric racing prototype. I have only used sprites as tiles and lua tables to create infinite and random blocks on the road. Isometric tiles from Kenney:
http://kenney.nl/assets/isometric-cityControls are easier: tap to accelerate and do not touch screen to brake.
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To create the map I have generated 12 blocks and they are added to scene from top to down and left to right. First 6 blocks do not allow transversal roads.
A big CongoRatz!!
https://drive.google.com/file/d/0BylWto9E0xmLQThJWlM1aFlvMEk/view?usp=sharing
it seems a bit "heavy" on galaxy s2 when speed is high: I don't know if it's due to this known bug on android - https://github.com/gideros/gideros/issues/22
I would try "inverting" the controls to promote adrenaline - auto accelerate and press to break
I have tested in my Bq Aquaris again with a very previous version (2014.01) and it works smoothly.
What happens with lastest versions that have worse performance?
I go back to previous versions at least for Android.
https://drive.google.com/file/d/0BylWto9E0xmLVVpKRUd3WGVWTXc/view?usp=sharing
Are you using a spritesheet? If not that can speed things up. And the @2, @3 feature for crisp bitmaps is a winner.
I suppose I will buy Kenney art to get 128x128 images (or even 256x256) from vectorial ones (9$ all assets):
http://kenney.nl/assets?q=source
Invert controls, tap to brake and automatic acceleration could be fine, thanks for your ideas.
Next days will be first version in Google Play.