Live data from Hacker News

Show HN: Fly By – retro biplane flying game

michaelteter.com

51–60 of 63 posts

Re: Show HN: Fly By – retro biplane flying game

#51
suggestions: switch L-R directions like Defender dogfights with the red baron vertical and horizontal (have to stall through them) hoops ability to shoot up buildings levels with different goals... then you fly somewhere else to the next level. aircraft carrier landings other/faster planes

some of the text in the UI is too small, old games just had 1 font. braking at landing is confusing... too easy to accidentally switch to full throttle

Re: Show HN: Fly By – retro biplane flying game

#54
post #52

stall warning, angle of attack and wind dynamics in a balloon popping game, that is a lot of commitment to the flight model. respect.

What is the wind dynamics? I would have expected to climb when the headwind increased but I didn't. I also didn't manage to stall, only invert when I went out of bounds.

Re: Show HN: Fly By – retro biplane flying game

#55
Like many side scrolling airplane games, the object controlled in this game behaves a lot more like a rocket than an airplane. I suggest learning a little about the physics of airplanes[1] to improve the feeling of flying.

I made a prototype[2] once (not working on mobile, unfortunately) to show what can be done, and it takes getting a lot of details right![3]

[1]: http://av8n.com/how/

[2]: https://xkqr.org/flightle/

[3]: https://entropicthoughts.com/sidescrolling-flight-simulator

Re: Show HN: Fly By – retro biplane flying game

#56

Maybe this is intentional, but the up/down controls felt a bit counterintuitive to me. Up makes the plane go down, and down makes it go up - is that by design?

That's how a real plane's control works, so many games do the same.

Indeed. Trim wheels when rolled upward trim for higher speed, i.e. nose down.

Wait, this agrees with GP's experience but not mine. Did OP invert it?

Re: Show HN: Fly By – retro biplane flying game

#57
post #55

Like many side scrolling airplane games, the object controlled in this game behaves a lot more like a rocket than an airplane. I suggest learning a little about the physics of airplanes[1] to improve the feeling of flying. I made a prototype[2] once (not working on mobile, unfortunately) to show what can be done, and it takes getting a lot of details right![3] [1]: http://av8n.com/how/ [2]: https://xkqr.org/flightle/…

Second this. I've been trying to build a casual flying game in unity and getting the physics right is hard.

What I found particularly hard is simulating accurately how gravity works against the aircrafts momentum, and trying to get stall and recovery right

Re: Show HN: Fly By – retro biplane flying game

#58

Maybe this is intentional, but the up/down controls felt a bit counterintuitive to me. Up makes the plane go down, and down makes it go up - is that by design?

When you're in a cockpit you're pushing the stick forward to dive, up key on the keyboard is often what we use to represent that but it's not a perfect analogy.

Re: Show HN: Fly By – retro biplane flying game

#59
post #43

I'd rather see AI being used to generate new games for old platforms (console emulators) than these faux-retro things with mixels, inconsistent graphics styles (some blocky bits, some curves), and rotation of squares. Constraining the canvas to a low-res pixel grid would be an instant improvement. The recent post https://airport.apunen.com/ does a decent job of this but it, too, has an odd mix of modern aircraft soun…

I'd rather not see AI being used to generate new games for any platform. I'm not gonna read something nobody bothered to write, and I'm not gonna play something nobody bothered to write. AI has no taste and it's not a matter of post training because the Taste is the human component and actual effort put into something.

Re: Show HN: Fly By – retro biplane flying game

#60
post #43

I'd rather see AI being used to generate new games for old platforms (console emulators) than these faux-retro things with mixels, inconsistent graphics styles (some blocky bits, some curves), and rotation of squares. Constraining the canvas to a low-res pixel grid would be an instant improvement. The recent post https://airport.apunen.com/ does a decent job of this but it, too, has an odd mix of modern aircraft soun…

I'd rather not see AI being used to generate new games for any platform. I'm not gonna read something nobody bothered to write, and I'm not gonna play something nobody bothered to write. AI has no taste and it's not a matter of post training because the Taste is the human component and actual effort put into something.

[deleted]
Post reply on HN