https://turbowarp.org/638779791?hqpen Controls: S Key: Throttle up X Key: Throttle down Left arrow: Pitch up Right arrow: Pitch down Interact with cockpit switches: Click
I'm going to share this now. I started work on it quite a while ago and haven't really gained the inspiration I need to keep working on it. I don't think I'll ever finish it, so I'm giving it to the community in case anyone wants to remix and finish the systems, and add other things. It's really up to you. I don't think I'll really make anymore more here. Scratch has been a long journey for me, and I'm really happy that I got to share it with you guys :) Until later, -Wolfly ========================================== Fly 2 is the 2nd version of my flight simulator series; the first is Fly 1. The change log from v1 is as follows: -Added a cockpit. -Systems. -Better physics. Try stalling. -Sounds. -Better, procedurally generated runway (now with FOV perspective implemented) -Runway lights (set the starting time before 6 am or after 6 pm) -Aircraft Lights (as well as light spill). -Miscellaneous fixes and new features. The vast majority of the graphics are rendered with pen. I feel like you guys deserve an explanation of why I don’t just use sprites, which would be far easier to use to make a simulator - the answer is flexibility. When you use sprites, that one image is all you have. You cannot stretch it across perspective, or do anything else with it (Like light up certain segments of it). With pen, I can do all these things. A primary example is the runway, which is now 2.5d. You can see this as it passes across the center point of the screen (mostly on the arrows, piano keys, and runway threshold). Though pen is way more flexible, it is not a good solution in some cases, frame rate being the main concern. Therefore, parts of this (the plane itself, the avionics and master switch, etc) are sprites that are stamped to blend in with the pen. I hope you enjoyed reading this long explanation ;)