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(+1)

Glad it helped!

Resolution is 3840 x 2400. I just noticed you said 1080p resolution is recommended so that's on me haha.

Actually I think the autotarget can work, just all it needs is a button to lock your current target? The most annoying part was once I had found my target, other ships would fly in front and I'd lose it.

Ohh OK that makes sense with the controls. What triggers the change, out of curiosity?

(+1)

A bit surprised it was on the high end, but I guess I shouldn't be.  I created a separate, more minimalistic HUD for lower resolutions, which I'd observed were a problem from interface elements being squished into each other.  But I'd never done any testing at higher than 1080p, because that's my monitor.  I'm guessing I did some approximate math with the text wrap that isn't close enough at very high resolutions.


The change between right/left mouse buttons was a button on the screen like the lettered shortcuts (which also indicate the keyboard key, V can turn them off if you remember those keyboard controls).  But I apparently phased it out at some point, and have it in the options menu, which is unreachable without a keyboard anyways.  So there's a mystery for me to figure out.

Also, the T key is supposed to lock onto a target, but I just tried it and it crashed the game, so that's a whole thing to figure out too.  Really helpful to find these things.

(+1)

Aha!  I think I fixed the targeting issue, T key should now properly lock on to current target or unlock target if you already have a locked target.
On further inspection, the mobile thrust hack should only be onscreen and clickable if your device is detected as a"mobile device", or if your resolution is at least 99,999 pixels wide.  Not sure why either would apply, but the mobile device check is very much copypasta.  I think the thrust/shoot toggle does show up the options menu (O key) can disable it but I'm not actually sure.