Hey there I have been working on this multiplayer Jet Combat Game which I named it as sky invasions it’s graphics aren’t Soo good because Its my first game but I have been taking players review from Reddit to improve the game it crossed 100 players this week in total with daily not much just 15-25 users on average also I am updating the map of the game soon!!
Pretty sweet. The plane banks the wrong direction on the turns. Your mouse up/down is reversed from most flying games. Pulling the mouse toward you, should pull the nose up. The game might not be framerate independent. I’m running it on a 144hz monitor and it feels really fast. Running it on a 60hz monitor feels normal. Looks rad tho!
Hey bro but I did fix the plane direction like it goes up when we pull the mouse up and go down when we pull the mouse down? And left and right is also good when using mouse? Please can U tell more so I can fix it
You’ve used something like the War Thunder simplified controls, where you use the reticle to indicate where you want to fly and the plane flies there. That always takes me awhile to get used to it.
You might download War Thunder for reference - that may help you understand the banking issue. Just keep in mind that, when an airplane banks, it is pushing some of the lift to the side, which is what causes the airplane to turn horizontally in the opposite direction.
The appears to be a conflict between the runway (?) and the ground since it is flashing.
Oh ye I did ready the code in these days but had some tests in college so I had to prepare for that too but my new updates didn’t have alot changes about the controls but instead it Has new quests leaderboard new ships larger map new front page but I certainly don’t know what’s wrong with the controls actually bcuz most probably I feel comfortable with it but if U can elaborate what things to fix in the controls I will fix it today and push to github
Bro so U are saying U want the plane to descend when someone pulls the mouse upward and U want the plane to pull its nose up when someone pulls the mouse crosshair downward
I believe the left and right turns are perfect for now but maybe I will fix it if U elaborate more about it
Actually my brain ain’t training today ig and I will upload the game tomorrow after fixing the SEO and polishing the home page
Bro so U are saying U want the plane to descend when someone pulls the mouse upward and U want the plane to pull its nose up when someone pulls the mouse crosshair downward
Yes. This is how flying a plane works. You pull back on the stick to go up. Push forward to go down. Some people who don’t fly airplanes, don’t understand this, and that’s ok. At least make an option to switch it.
Have you ever watched a plane crash video and heard the early warning system say: "Ground aler
Notice the words “Pull” and “Up”…
I believe the left and right turns are perfect for now but maybe I will fix it if U elaborate more about it
They are backwards bro. Go look at any video of a plane taking a right or left turn and look at how it rotates. Your plane tilts the wrong direction. It turns the correct direction, but the direction the plane rolls is reversed in your game. Turn Right/Roll Right, Turn Left/Roll Left.
But maybe that’s a good hook for your game.
“Look it’s a flight simulator with the controls and physics reversed! Have you ever seen such a thing?!? Play my game!”
I have been taking players review from Reddit to improve the game
Somehow I doubt this… because this is literally the first thing that anyone would tell you.
Tell gemini or whatever coding model you’re using: “The planes roll direction is reversed and the pitch controls are reversed on the mouse because pulling back goes down, and not up.”
LLM’s for some reason still struggle with getting this right, because it’s a slightly subtle spatial reasoning problem.
Nice concept. A bit difficult though. Also the mouse isn’t locked into the app, so I keep clicking outside the window and focusing other windows. Locking the mouse into the app on first click would be ideal.
You don’t have to go full screen to capture the mouse. It’s industry standard. All browsers show a message to tell the user how to exit.
If you don’t do it, then the game will be unplayable, because clicking outside the window (or hitting hot corners of a display in macOS, which can toggle desktop overview, applications viewer, etc) totally interferes with the game.
You should capture the mouse. That’s what all web games do. It is standard practice.
In this video,
you can see that if I try to turn sharply by moving my mouse up/left, I’ll hit my hot corner, showing my app windows, making me lose control of the game.
You can also see how my dock popped up at the bottom when I moved mouse down. If I tried to shoot an enemy when that happened, I would end up clicking on an app and accidentally starting a new app I didn’t want to start.
You must capture the mouse at least. Let the browser worry about the mouse capture UX.
Here’s an example that captures the mouse without full screen:
Looks great! I like the low-poly vibes and the materials.
I think there’s something almost too manueverable? Like, I end up just flying in circles trying to shoot an enemy for a split second and then passing them because we’re all in a box that takes like 3 seconds to cross. But the movement itself feels fun, if not for this map.
That’s what I have been looking for I want to know what things I should add which will make the game actually interesting I did try adding new models as special jets which are strong and try to attack U to give U a perfect fight but still smth doesn’t feel right there should be some spice which makes them stay