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Ack yeah that's an easy way to break mouse support xD

Thanks though, and actually "too big" technically wouldn't be much of an issue since you can always set the browser window size to whatever, which works fine. You mentioned using browser zooming, which I had tried first, but for me that did not change the size of the game itself, so I had assumed there was no easy way to use the browser to do that.

Also, rather than dynamic scaling I would certainly prefer having it crisp/pixel-perfect (as in the screenshots!), to maximize enjoyment of playing with one of my favorite fonts ;)

But anyway, at least it's visible now, and works, and I am going to try this out. I can just use keyboard mode, although I imagine examining things is faster via mouse without any quick way to tab between targets and so on...

I'll try to come back to scaling when I get a chance. I'm using bracket-terminal, which is generally good but can be finicky in working out how to set up the terminal.

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I've updated to use a scaling factor instead, which defaults to 2 (I think the same as the screenshots, although obviously browsers are handling things a bit differently here). And have hopefully fixed the UI bugs you found (thanks again!).

Awesome, looks beautiful now, and also the mouse works! I don't really need the mouse, but I tested it out to see, and noticed there is one issue: You have to move the cursor after entering firing mode for it to register your proper line-of-fire, which otherwise defaults to targeting the origin (yourself). I discovered this because I'd be quickly moving the cursor to targets while firing, and if my cursor was already on the target when I began to fire and select a weapon, it wouldn't shoot them :P (on selecting a weapon it should then immediately calculate the initial LOF to wherever the cursor is at that moment)

Now to do some runs in the heavier mechs I haven't tried out yet.