Players told me they were having trouble judging distances so I borrowed a trick I learned from playing too much #ksp and put a shadow underneath the glider.
Thanks for the feedback disperse!
| Website | https://327327.xyz |
| Geo Icarus (game) | https://geoicarus.net/ |
| my other games | https://copper-tunic.itch.io/ |
@upmultimedia one action for something like jump, but I use different actions for discrete vs continuous input . For example `move forward` gets bound to analog stick, `digital_move_forward` for keyboards, buttons etc.
The discrete one just fires the continuous one with a varying strength based on how long it has been held.
Players told me they were having trouble judging distances so I borrowed a trick I learned from playing too much #ksp and put a shadow underneath the glider.
Thanks for the feedback disperse!
We got second place in the #Godot XR Gamejam!
I've added a flatscreen mode now so people without VR headsets can play it too.
@rl_dane Yes but also kinda no... not related to the thrust but drag does play into it.
Throw a dart forwards and the heavy, low drag bit at the front will keep it pointed into the wind. Throw it backwards instead and the lightweight, high drag bit will flip it around.
Rockets in ksp tend to be like a dart thrown backwards, because the engines are usually the heaviest part, especially once most of the fuel is gone. The pictured design with the engine at the top would actually help with that.
Introducing Chrono Crank!
It's about time.
The Spring 2026 NetHackathon will take place on Friday, April 10th @ 12pm UTC (1pm GMT, 4pm EST, 10pm AEST)
For the full schedule and details go to https://nethackathon.org