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TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

tinywind.io

11–20 of 204 posts

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#12

Is it multiplayer or am I playing against bots? I submitted this a few days ago, so glad to see it posted again. Fun game. Funner to think I am sinking people, not bots :)

Both game modes are against enemy bot ships right now

I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)

Thanks so much for submitting this earlier, we got a great boost!

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#14

Earlier quoted context omitted.

https://tinywind.io/wiki/briefing Shift fires.

Lmk if space to fire and shift for map makes more sense I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.

My first instinct was space to fire FWIW (Also its giving me Age of Empire feels here!)

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#18

Earlier quoted context omitted.

https://tinywind.io/wiki/briefing Shift fires.

Lmk if space to fire and shift for map makes more sense I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.

Shift doesn't make sense as a main key almost at all tbh.

Space to fire makes more sense than shift to fire

Edit: Shift is a modifier key. Hold shift to go from lowercase -> capitals. In FPS games shift is walking -> running. In RTS games shift is "select one of these units -> select all of these units"

I know your game doesn't have to follow these rules, you can do whatever you want. However it's worth thinking about what "language" each key on the keyboard is speaking when you want to use it.

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#19

Earlier quoted context omitted.

https://tinywind.io/wiki/briefing Shift fires.

Lmk if space to fire and shift for map makes more sense I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.

Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise
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