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Thanks for playing.

Yeah, there is a glitch. I wrote about it in the game description under 'IMPORTANT.' As you know, I can't do much else before the jam ends.

I'm already reworking the part with the sextant since it was (clearly) rushed. And so on. (I think I've already said this multiple times in the comments, so.)

The left side is static because that is how a sextant works. You measure the angle between the Earth (the horizon) and the stars.

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Just note that when people are browsing the games, they might not see your description or dev logs or other posts on the main page at all. They might only see the contest page (if they even see that). Remember also that the judges may or may not see the descriptions. Even assuming they did, they might not remember by the time they get to play a game.

I understand that it is supposed to be a sextant, but there are some issues there. With a lack of any real clues, it ends up detracting instead of adding. Like I said, I don't really get what it is there for when it has no real bearing to gameplay aside from aesthetics when you could be giving clues instead.

Also, what sextant are you using? I don't think I've ever seen a two scope model before. Usually it is one scope and thus horizontally, the two images would move together, not separately. A single scope makes it easier to find what you are looking for since you have one eye to look at the overall picture if you need to reorient yourself. Even with a dual scope sextant, I don't see how you would keep the horizon scope from moving without a lot of extra mechanisms, which would introduce additional chances for mechanical errors and mechanical errors can be deadly at sea. 1 degree off can send you to a completely different continent in some cases assuming you ever found land again.

Also, a two scope model would reduce how you can use the sextant unless you, again, had some complex mechanisms set up. You'd only be able to measure in one direction realistically instead of being able to measure from a variety of angles.

A better option would be to give a clue that is easily identifiable.

For example, have a drawing of the constellation you are looking for that the player can pull up. Get rid of the left scope altogether and make it one image with the left side (or right side) the static horizon image where you only move horizontally. Have the other half also move vertically and perhaps show an angle. Then either have a large skymap where you can see where you are looking to some extent (move the sky and have the scope be a zoom in) or have some instructions on what angle you are looking for. Have it so you are supposed to look for a specific image on the horizon side and then adjust by x angles (not really what a sextant is for, but meh).

I am not sure what to say to your comment except 'Yeah, I know.'

Yes, people may not see my description. That's why I don't plan to leave this bug in the game. But I can't fix it now, so.

Your suggestions about sextant are very thought-out. But then again, I am working on it already. Specifically, I am adding pictures of the constellations you're looking for; and prompts for the stars.

Your deep dive into the problem is interesting, but I have no clue how you expect me to pull that off. A split-screen? Well, I like the idea, but I am not doing it for this.

See bifocals and magnifying glasses.

Like I said, have a star map that you can clearly see. At default settings, the sextant view basically acts like a magnifying glass. Make it so that when you scroll horizontally, you scroll the star map itself and not the scope. When you scroll vertically, you control half the scope's view (similar to a real sextant).

Basically, a circle split in half. Half the circle is the horizon view. The other half of the circle is the sky view. Have it basically act like a magnifying glass in that it zooms in.

How would you program it? Do you have an algorithm?

Probably very similar to what you already have. 

First you'd want to combine the two images so each image shows half their current image. Then have a background map that you scroll (this could be done a few ways, but if you are using plugins, something similar to Map Zoom, except for a specific view). 

You could potentially have three of the same image at different sizes, say x5 size for the scope views and x1 for the star map. Tile each image horizontally and use alpha masks or something similar to hide the parts of each image that shouldn't show.

Set it so that each image is moved at the same time instead of just one.

Have the horizon lens's and star map's Y sensitivities to 0 (You don't want either really moving in the y directions) and the star map's sensitivity to 0.2 for X. This way, when you move 5 px on the 5x larger (zoomed in) maps, you move 1 px on the smaller (zoomed out) map.

I will look into masking; didn't even think about that.

My setup is much simpler: You move the pc around a map. That's it.