Rendered at 06:49:59 GMT+0000 (Coordinated Universal Time) with Cloudflare Workers.
amarant 12 hours ago [-]
This is awesome! To offer some constructive feedback: the wind direction could be clearer. More particles flowing across the waters! Especially when the direction is changing. Looking up at the wind teller is unintuitive, even for this old sailor who understands where it comes from. I also didn't always feel like it mattered which direction I angled my sails, only how much I angled them. Like I could angle them for a port wind when in reality I had a starboard wind, and I'd sail just fine.
In the other hand that made it easier, and it was already hard enough lol! I bet it's easier on desktop though...
Edit: you should add a race/regatta mode!
Dansvidania 11 hours ago [-]
i'd suggest a big flag on the main mast of each ship so its super clear what direction wind you are sailing into :)
vintagedave 9 hours ago [-]
When I learned to sail, this is where we were taught to look: the small flag on the top of the mast.
amarant 11 hours ago [-]
Thats a great idea actually! Will fit the style as well! Neat!
tinywind 10 hours ago [-]
Great suggestions here! I already have a streaming type flag on the Spanish galleons I could repurpose for the main user ship for better wind clarity
Definitely want to make an effects pass soon to improve visual clarity of the wind sprites and other basic things like cannon fire, hits, etc
BlaDeKke 7 hours ago [-]
Yeah, the simulation is very simple. Align sails with wind direction for more speed. I did 14kn when irl the boat would have gone backwards.
I’m prly not the targeted audience, sailing for more then 30 years.
glitchcrab 5 minutes ago [-]
I was initially quite excited to play it until I read your comment. I'm in the same boat (hurr), been sailing for 30 years and teaching it for at least 20.
torlok 10 hours ago [-]
There's a vague correlation between wind direction and sailing speed, but there's nothing real here. The mechanics of sailing upwind, downwind, or the cost of tacking are interesting mechanics that aren't explored here whatsoever. The dead angle on a ship with a square rig should be massive. This ship goes upwind like it has a motor.
cush 2 hours ago [-]
That might be too realistic that it’s not fun. Maybe the game needs a simulation mode
TylerE 8 hours ago [-]
Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'.
Glad I know not to waste any time on it now, expecting it to be something it isn't.
Multiplayer 8 hours ago [-]
It's still quite fun. The games industry figured out long ago that realism and fun are often diametrically opposed.
aidenn0 4 hours ago [-]
If someone says they will bring me steak, but it tastes like ice cream, I can still be annoyed, even if I like ice cream.
TylerE 7 hours ago [-]
As a rule, combat in game does not interest me.
idiotsecant 3 hours ago [-]
Wow you should really demand your money back!
TylerE 2 hours ago [-]
I’m confused, is this HN or enforced groupthink?
richardlblair 4 hours ago [-]
This thread is firewood splitting sim 2.0.
calimoro78 5 hours ago [-]
It's really not fun to spend an hour going zig zag against the wind... That's why there is no sailing simulator I guess.
TylerE 4 hours ago [-]
There are plenty of sailing simulators (e.g. Windward), just none featuring large square riggers. In any case, my beef is more with the misleading headline.
If a game advertised "real weapons handling", and it turned out to have infinite ammo with no reloads or shell drop, wouldn't you feel a bit lead on?
saltmate 52 minutes ago [-]
Nadeo, bring back Virtual Skipper
tinywind 3 hours ago [-]
[dead]
sails 12 hours ago [-]
Great! I feel well positioned to say this is great :) I’ve been hoping for something like this.
My ideal: slower, more real time, full maps based on actual locations, replay specific naval battles. Multiplayer (maybe it is?), realistic fog of war. I could go on
Edit: a few more. Sail trim is clunky and seems unresponsive or unclear how it maps to physics. Would be better to have trim on one side and steering on the other. Also to turn off tacking with tap. Steering too sensitive. The battles are great. (All on mobile)
tinywind 11 hours ago [-]
Oh wow thanks for the great suggestions and kind words, glad you’re enjoying the game!
It’s funny, your ideal scenario is almost exactly what I have in mind for the first PvP map coming soon, a slower predetermined map with historic factions/safe zones and ofc lots of combat with bots or people
I can definitely revisit the trim and responsiveness. Buried in the settings in ship logs you can move the wheel to the other side, need to make that more accessible
This would be a different game but I'd enjoy just sailing around semi-realistic maps with realistic wind. I pixellated Hundred Rabbits simulator would be pretty cool.
I try on iPhone 8 it's feels smooth, even better than most website today.
This is impressive!
ryandrake 13 hours ago [-]
Very cute and fun looking game, but I found it very difficult. Enemies have perfect aim, and I can't hit anything. I don't think you can even heal the ship unless you happen to stumble upon just the right treasure. Do you have a difficulty slider/setting? Maybe I missed it. It feels like I'm playing on the hardest mode.
EDIT: After playing around some more, yea it feels less like an action game and more like a "sailing around with nearly zero health" simulator.
NoLinkToMe 8 hours ago [-]
I thought it was quite the opposite, too easy. Your ship recharges health. Also you can claim and island and heal there. It's so easy to the point it's actually boring, I got 10 kills before I quit, never got close to dying. Hell you can even claim an island, sit there in healing-mode, while shooting down enemy ships that don't heal...
A difficulty slider is a good idea though.
ryandrake 4 hours ago [-]
Yea, the difficulty seems to hinge on whether or not you manage to capture an island. If you do, then you can heal your ship, at which point I agree with you--the game becomes super easy. If you fail to kill three enemies (prerequisite of capturing an island), then it becomes a "sail around at zero health" game.
A "difficulty" feature could just be a toggle: Start with a claimed island, or start with no claimed island.
theoe93orrj 11 hours ago [-]
[flagged]
tinywind 14 hours ago [-]
The 2 game modes are free to play in browser. Come join our 245 active captains, I’d love any and all playtest feedback at this stage!
uberman 14 hours ago [-]
Super fun. How do I 'fire" though given spacebar brings up the map? Is the mouse the only option? How do I see the controls as I see the "s" key does something with the sails?
Lmk if space to fire and shift for map makes more sense
I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.
nklp 13 hours ago [-]
Shift has the problem of bringing up windows sticky keys dialog box if you tap it too fast. Spacebar was my instinct for fire key as well. For map it would be 'M'.
Whichever you choose, please consider displaying the controls inside the game, at least during the setup screen, don't make the user search for controls in the wiki. :)
Also the hp bar below the minimap is a bit weird, would expect it the same as enemy ships above my ship, so i can see if i'm winning or losing a cannon exchange like in a rts game. Or at least someplace more convenient to quickly glance at nearer the center of the screen.
Very fun game by the way, well done! Scratches the nostalgia itch of 'Corsairs Gold' for me.
ChoGGi 3 hours ago [-]
You can use this reg edit to disable all sticky keys
> Shift has the problem of bringing up windows sticky keys dialog box if you tap it too fast.
An operator fixes this forever by turning off that "enable Sticky Keys" keyboard shortcut. I've not used Windows 11 or Windows 8, but in every other version that had the Sticky Keys feature, I remember there being a prominent "Don't enable Sticky Keys when you press <whatever> X times in quick succession" checkbox in the dialog that let you configure Sticky Keys and related accessibility things.
Over the years, I've seen so many videogame streamers get screwed over by the "Activate Sticky Keys??" dialog pop up that it became pretty clear that they were all keeping it in reserve for the entertainment value. Maybe regular folks get so flustered by it that they don't bother to read the system dialog that pops up.
airstrike 14 hours ago [-]
Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise
tinywind 13 hours ago [-]
I’ll be making this change!
Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on
duozerk 13 hours ago [-]
The whole thing should ideally have a quick modal with hotkeys when you first open it (and a small button to bring it up again if needed).
ffsm8 13 hours ago [-]
Modals are the worst ux in games.
If it's only a few buttons anyway you can just show them somewhere as hints while the user isn't giving input or until they used then.
Eg just show a "m for Map\nspace to fire" until the user used each, hiding them each when the m/space is used respectively for that session (session storage so it shows up again if the user comes back later)
altern8 12 hours ago [-]
Space to me means fire.
You can show the mini-map in a corner, right? Why do you need to toggle it, Slither has it shown at all times.
airstrike 12 hours ago [-]
I agree minimap on corner is ideal, but it does make it easier in a way
akavel 11 hours ago [-]
As others mention, show the keys in the interface. It took me a while to discover accidentally, by pressing space, that I can trim the sails. You could make a graphical guide, showing a ship with arrows around, some arrows attached to the hull with keys responsible for turning the ship, some arrows attached to sails with keys responsible for trimming them. Yet another key by the cannons fire to show which key... umm... fires the cannons...
bonestamp2 12 hours ago [-]
Space was definitely what I pressed first to fire. Then enter. Then shift. Later I realized the menu has the key bindings in it.
bennyp101 14 hours ago [-]
My first instinct was space to fire FWIW
(Also its giving me Age of Empire feels here!)
ajdude 11 hours ago [-]
I also tried using the space bar to fire, it took a bit of digging to realize it was the shift key, but space bar felt more natural for me.
WarmWash 13 hours ago [-]
Space for fire, I kept hitting it reflexively.
bluefirebrand 14 hours ago [-]
Shift doesn't make sense as a main key almost at all tbh.
Space to fire makes more sense than shift to fire
Edit: Shift is a modifier key. Hold shift to go from lowercase -> capitals. In FPS games shift is walking -> running. In RTS games shift is "select one of these units -> select all of these units"
I know your game doesn't have to follow these rules, you can do whatever you want. However it's worth thinking about what "language" each key on the keyboard is speaking when you want to use it.
tinywind 13 hours ago [-]
This actually makes a lot of sense to me. Never thought about shift being a modifier key from a UX perspective, I’ll likely make space to fire and move map to M because of this thread. Thanks guys!
altern8 12 hours ago [-]
This will make it a lot more intuitive to play
bluefirebrand 6 hours ago [-]
Tab is a good key for changing to a map too, if you don't have it for something else already
pegasus 13 hours ago [-]
Space to fire would be my preference as well.
phaser 1 hours ago [-]
I loved your game. I'm wondering about the decision of making the game with a registration on your website instead of a more traditional approach of having a standalone game. The friction point for me was having to register to save progress. I would gladly pay in Steam or itch.io for a game that i can download and play locally.
I'm guessing the decision is about making a online leaderboard?
sanghoonio 11 hours ago [-]
If you have real wind physics, might as well apply realism to turning as well, so that ships can't turn in place. Rudder should only work with applied speed.
Jolter 11 hours ago [-]
Realistically, ships should tip over if you turn you broadside into the wind with full sails.
jrosbrow 11 hours ago [-]
Beam reach is typically ideal, and the keel will keep the ship from overturning
Jolter 2 hours ago [-]
These ships seem a little too bottom-heavy though. The animations could imply more ”physics” happening by tilting the ship a little at times.
vrtnis 10 hours ago [-]
Awesome, great execution! This could become a really cool RL environment with a headless sim and procedural voyages. Factorio has something similar with the Factorio Learning Environment SDK.
rafael859 6 hours ago [-]
I just started learning how to sail, and while trying to memorize all the new terminology I was wishing for an interactive way to play out the basic processes short of being on an actual boat. All of the games I found online were far too realistic, this was exactly what I was looking for. It's already close enough, you could certainly have an "educational" mode with a little bit more jargon. Some easier ramp-up to the game would be nice (thinking a tutorial to get used to the sail controls, or maybe a mode where the sails get automatically pivoted). Overall this is great!
FacelessJim 4 hours ago [-]
This reminds me of Patrician III so much. The sailing battles had the same wind mechanics. It’s amazing, so many memories unlocked.
SubiculumCode 14 hours ago [-]
Is it multiplayer or am I playing against bots?
I submitted this a few days ago, so glad to see it posted again. Fun game. Funner to think I am sinking people, not bots :)
tinywind 14 hours ago [-]
Both game modes are against enemy bot ships right now
I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)
Thanks so much for submitting this earlier, we got a great boost!
dodu_ 7 hours ago [-]
Very cool and congrats! Super huge undertaking to ship a game.
Any dev(b)logs for it? Always curious how these games handle multiplayer and what engines/stack they use.
VTimofeenko 9 hours ago [-]
This is probably PEBCAK, but I can't figure out how to capture an island
yobananaboy 9 hours ago [-]
You have to gain some gold first by killing ships, then once you have 3 you can sail to the island and a button pops up to capture it. Took me a bit to figure it out too. Also once you've captured an island, you can lower your sails there to heal!
Dansvidania 11 hours ago [-]
sails perpendicular to the wind for full power? my sailing experience is dated, but that does not seem to be right to me. Don't they want a lower angle of attack? is this a specific of square sails? maybe I am not getting it in the docs
Still, very fun!
tinywind 11 hours ago [-]
I’m not a sailor at all my I just demo’d this for my dad who is. He had similar feedback
I need to sit down and do a sailing mechanics audit to find a good balance between arcade/realism, I think a beam reach is supposed to be faster than downwind. But my angle of attacks could be more accurate especially for upwind sailing?
Here’s currently how tinywind does it if anyone’s curious:
Have a look at these [1] polar diagrams for tall sailing ships. The radial distance from the center is the theoretical boat speed and the angle is the direction that the wind is hitting the boat, with zero on the nose and 180 from the stern. Each plotted line is the boat speed for a given wind speed. They show how the square-rigged ships can't sail upwind any closer than 55 degrees or so and are fastest on a broad reach (wind from just back of the side). You can also see how longer boats are generally faster, but a smaller boat with triangle sails ("Bermuda rigged") could easily get away from a big square-rigged ship by heading more upwind.
Interesting for reasons unrelated to TinyWind: What are the numbers on the left edge, boat speed in knots? Also, from what place and time is the technology on which these diagrams are based?
And what is this forum that unfortunately I can't read? Who made these diagrams?
geor9e 11 hours ago [-]
In irons should be a slightly negative number, since the wind drags the boat backwards at that point. Plus it will force the player to tack back and forth, which is a fun part of sailing. I bet A.I. can tell you the angle the sail ought to render at too (unless non-moving sail was part of the cartoon aesthetic)
tinywind 10 hours ago [-]
I did that simply for arcadeyness and feel but I’m not married to it at all
Giving the ship a slight constant forward moment felt nice and forgiving when testing, and user still has to tack back and forth to get meaningful enough speed to strafe a ship. But I’m definitely open to sliding the realism scale here
TylerE 5 hours ago [-]
I would advise not putting "real wind physics" in the headline when that is not a promise you can deliver on.
There's nothing wrong with arcade, but when you advertise "real physics" people like me are going to expect, well, "real physics".
tinywind 2 hours ago [-]
Hi Tyler, realism and arcade-feel doesn’t have to be a binary thing.
My big effort has been finding tasteful compromises to keep a “real” feel but still simple enough to not be frustrating and put away the game. Hope this helps!
When you can sail. Square rigger directly into the wind, that’s 100% arcade.
You are of course free to make your game however you want, but false advertising doesn’t help anyone.
dgently7 13 hours ago [-]
the control layout is a bit awkward on mobile. i find myself wanting to adjust both heading and trim continuously, but both controls are on the right so i cant use both thumbs. then the buttons to fire/ board are fiddly. tbh almost gave up then tried with keyboard and saw how it was supposed to go.
kqr 12 hours ago [-]
In the settings menu you can move the rudder wheel to the left. I don't know why that's not the default.
tinywind 10 hours ago [-]
Maybe I should make it the default? When I play on mobile I only use my right thumb almost never trimming sails and steering at the same time.
I totally get if people primarily play with two hands on mobile it makes sense to default wheel to the left
_flux 13 hours ago [-]
Should there be sound? I think sounds would be essential for this.
Running on Linux Firefox.
tinywind 10 hours ago [-]
There’s no sound/fx or music at the moment but we will be adding this soon!
A couple very kind redditors have reached out to develop in game tracks so stay tuned
moffkalast 10 hours ago [-]
It's definitely in dire need of some sound effects at least. Otherwise it's very neat :)
10 hours ago [-]
fkealy 9 hours ago [-]
Played on mobile. Very cool game and would love to have a go at future versions. Seen a lot of comments about realistic wind and sailing mechanics. To add to the latter building speed after you tack/jibe would be cool & realistic depending on conditions!
Gusts is another way and you could have storms! Maybe you do already but I didn’t encounter them.
macrocosmos 13 hours ago [-]
I don’t seem to be able to stop the boat by sailing straight into the wind.
maitland 13 hours ago [-]
heave to
peterdemin 9 hours ago [-]
Good vibes, free things stand out. The direction of wind seems inverted. North wind is wind blowing from north to south. Also, when going into irons, the speed should drop to zero, or become negative given the sail configuration. And turns are impossible without speed.
Skidaddle 13 hours ago [-]
Very cute aesthetic and reminiscent of Pirates!
I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.
tinywind 11 hours ago [-]
What a flattering comparison! I’ve gotten so many requests for an auto sail trim I might have to add it in, there definitely is a bit of learning curve to battling with the wind
dgently7 11 hours ago [-]
a middle approach could be a trainer mode where you can say your desired direction of travel and the game gives you a suggestion of heading + trim. think like the driving line in racing sims, it doesn't brake for you but it helps you develop intuition of what to do when. a oldtimey map line drawn on the ocean to show where when to tack at what angle would be so nice. especially for the longer hops between islands.
tinywind 9 hours ago [-]
This is an amazing idea, definitely going to explore this! It could even prompt you to cut upwind and dive ships effectively, there could be a lot of depth here
dgently7 2 hours ago [-]
hmm yeah, take that one step farther and you have your get on the ocean fast tutorial level.. go from point a to point b. fight one ship. capture a small island. then the map opens up an you are just in the first level. ready to take on the rest. it also solves the beginner problem where if you cant kill three ships in one health bar you cant capture the island to heal and you can get stuck roaming the seas looking for places to heal. with a small (but a little far away) starter island you could retreat to heal and try again.
while i have you... what does the bounty hunters thing do? i see it pop up but then nothing really happens. i keep expecting like 5 ships to try and hunt me down but nada.
EstanislaoStan 11 hours ago [-]
Did you get this idea from the barebones Sid Meiers Pirates battle clone that hit the frontpage a few days ago? :)
tinywind 9 hours ago [-]
Haha no it’s a funny story.
I’ve been building this since early May with active captains through the last month. I randomly noticed traffic from hacker news a few days ago, turns out somebody had linked tinywind in the comments there. Love to see other people in the space!
mickael-kerjean 4 hours ago [-]
Would love to know the technical details of how you made such an awesome game
is_true 4 hours ago [-]
Thanks. I had a blast for like 10 minutes. Sinked everyone around haha
dole 13 hours ago [-]
Be interesting to see enemies take friendly fire, and possibly suppress fire if the shot on the player isn't clear?
embwbam 13 hours ago [-]
This brings back some memories! I used to play the Ancient Art of War at Sea on my dad's Mac Plus as a kid. Having never sailed, it was fun to learn about tacking while trying to broadside spanish galleons. Years later, I lied about my experience to convince a resort to let me check out a tiny catamaran. I made it back to shore!
One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver other vessels by planning ahead or gaining speed ahead of time.
I still don't know much about sailing, but I have a lot of kitesurfing experience. Do boats really travel that slowly downwind? I assume that crosswind is faster, but downwind should still move at the speed of the wind.
tinywind 13 hours ago [-]
I need to check out that game, I’ve sunk countless hours into the 2004 Sid Meiers games. Also lying to sail a catamaran successfully back to shore is such a pirate thing to do :) you’re ready for TinyWind
Noted on the ship turn speeds, I’ve been playing around with larger ships having slower turn radii but I do want the naval combat to have more of a planning element (setup upwind, strafe run and fire, etc)
Let me look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now
embwbam 6 hours ago [-]
Amazing! Sorry I meant if the boats turned more slowly I think it would encourage more planning (and the enemies wouldn’t turn on a dime either)
In that mac game, there was a tradeoff between speed and the number of cannons / health too
shockwaverider 7 hours ago [-]
Awesome game!! It would be nice if your mouse wheel could turn the sails instead of having to go click on the slider.
sssilver 10 hours ago [-]
This is so awesome.
If you need help building a backend for it to be multiplayer, please email me and I'd love to team up (sssilver@gmail.com), I already have something that would help.
btbuildem 3 hours ago [-]
This is fun! Thanks for sharing it
SpyCoder77 6 hours ago [-]
The art, physics and interaction design in this is genuinely beautiful
HardwareLust 7 hours ago [-]
Shocking how well this works on my beat up old Moto phone, and it's fun! Well done!
cfontes 12 hours ago [-]
Great one, love the astetics and gameplay.
Only confusing part is healing, I don't know my health or how much healing I need to be back to 80% or something close so I can get back into battle.
Also healing takes forever.
ryandrake 11 hours ago [-]
It looks like you can't just sit there and heal (or it takes an enormous amount of time to do so) without first taking over an island. So once you get hurt down to nothing, you need to sail around looking for castaways, which heal your ship.
pmarreck 2 hours ago [-]
this is really cute (speaking as an actual sailor), but does it use actual wind physics? because it doesn’t look like it
The illusion (and thus the game) is ruined if you actually know how sailing works. I’d prefer something more realistic, which would make it more strategic- this is just a motorboat simulation with visual-only sails
kordlessagain 12 hours ago [-]
I used Hyperia (my terminal project) to let Antigravity take control. I think it's cheating now because it has infinite ammo.
Oh my, it wired up its own autopilot and is wrecking havoc now.
hnthrow10282910 11 hours ago [-]
This is a lot of fun! I’ve been wanting to learn how to make pixel games like this myself. Any tips, resources you’d recommend ?
tinywind 9 hours ago [-]
I’m also relatively new here so we’re learning on the fly. I’ve been heavily activate in pixel art subreddits early on for feedback and advice especially on the procedural generation. I’ve also found some great cheap pixel assets to get started from itch.io.
Good luck on your pixel adventures, love to see what you build!
pryelluw 9 hours ago [-]
Great game! I’m bookmarking it and coming back. Reminded me of assassins creed black flag.
youdots 9 hours ago [-]
This is inspiring to create a full on real world autonomous little sailing dude to cross the straits.
JumpCrisscross 13 hours ago [-]
Really cool! What did you use for the physics engine?
kfse 13 hours ago [-]
The boat seems to go faster with the sails on the wrong side (back winded), that doesn't make a ton of physical sense to me
synalx 12 hours ago [-]
I interpreted this as a visual bug with the sprites.
As a sailor, I love seeing ads or other random imagery of sailboats that's clearly photoshopped, with sails in nonsensical orientations or completely backwards with things like flags or hair blowing in the wind.
xboxnolifes 13 hours ago [-]
If you put sail adjust ments of the opposite side of the screen from the helm on mobile, its be easier to both at once.
10 hours ago [-]
tommica 9 hours ago [-]
That was so fun to play! Reminds me of sid Meier's pirates
tinywind 9 hours ago [-]
Thank you so much! One of the best compliments I can get, I’ve sunk hours into 2004 Sid Meiers pirates
jojobas 3 hours ago [-]
The sidekick ramming into you all the time and killing all speed is pretty annoying.
15 hours ago [-]
poppingtonic 13 hours ago [-]
Some zig zag motions are required to maintain velocity and the combat is fun. I like it!
mojosmojo 11 hours ago [-]
As an Aubrey-Maturin lifelong re-reader, I cannot wait to play this.
13 hours ago [-]
kandros 9 hours ago [-]
Even on mobile is very pleasing good job!
rsvidal 14 hours ago [-]
This is lovely. Well done.
hyperionultra 14 hours ago [-]
Noice. What’s the stack?
fallinditch 14 hours ago [-]
Looks great! it's nice that you can immediately try it out
tinywind 14 hours ago [-]
Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received
simon145 13 hours ago [-]
Totally agree!! It's great to be able to get engaged in the game instantly and not have to sign up right away.
y1n0 9 hours ago [-]
This is fantasticly fun. Nice work!
asturdy 9 hours ago [-]
Beautiful retro art style <3
iJohnDoe 4 hours ago [-]
Really fun! Enjoyed playing.
zhainya 5 hours ago [-]
This is great!
thekevintang 14 hours ago [-]
This is awesome!
juleiie 12 hours ago [-]
Should be multiplayer like worms io of old
Seriously it would be something seaworthy. Huge success viral probably
jupr 13 hours ago [-]
This game is super fun. Thanks.
rcarmo 14 hours ago [-]
Pretty amazing, congratulations!
CommanderData 8 hours ago [-]
Very cool!!! Feels very much miniclip-esq
throwaway980-1 6 hours ago [-]
so we're not using "Show HN" any more?
zuzululu 6 hours ago [-]
it was never a strict requirement. Show HN actually automatically does disservice as its saturated.
imperialdrive 14 hours ago [-]
Very cool, love it!
everyone 11 hours ago [-]
Nice!
Feedback..
1. show keyboard mapping on the touch controls (for desktop / laptop users ideally)
2. Make wind indicator much bigger and centrally located
3. Make cannon cooldown much bigger and centrally located
precompute 11 hours ago [-]
Impressive. It loads so quickly! What was this made with?
fishfasell 12 hours ago [-]
Very cool
taffydavid 13 hours ago [-]
I love it!
alexaholic 13 hours ago [-]
Excellent!
ltononro 13 hours ago [-]
controls could be easier :D
tim-star 12 hours ago [-]
great game! well done.
gaolei8888 14 hours ago [-]
nice one
deadbabe 13 hours ago [-]
Would be nice if cannons didn’t fire in directions that had no clear enemies.
oldmanChen 7 hours ago [-]
[flagged]
theoe93orrj 11 hours ago [-]
[flagged]
thedrexster 11 hours ago [-]
This game is more Golden Age of Piracy piracy than Barbary Corsair piracy -- in fact, many pirate crews engaged in proto-democracy (well before it was fashionable!) and flatly condemned slavery.
In the other hand that made it easier, and it was already hard enough lol! I bet it's easier on desktop though...
Edit: you should add a race/regatta mode!
Definitely want to make an effects pass soon to improve visual clarity of the wind sprites and other basic things like cannon fire, hits, etc
I’m prly not the targeted audience, sailing for more then 30 years.
Glad I know not to waste any time on it now, expecting it to be something it isn't.
If a game advertised "real weapons handling", and it turned out to have infinite ammo with no reloads or shell drop, wouldn't you feel a bit lead on?
My ideal: slower, more real time, full maps based on actual locations, replay specific naval battles. Multiplayer (maybe it is?), realistic fog of war. I could go on
Edit: a few more. Sail trim is clunky and seems unresponsive or unclear how it maps to physics. Would be better to have trim on one side and steering on the other. Also to turn off tacking with tap. Steering too sensitive. The battles are great. (All on mobile)
It’s funny, your ideal scenario is almost exactly what I have in mind for the first PvP map coming soon, a slower predetermined map with historic factions/safe zones and ofc lots of combat with bots or people
I can definitely revisit the trim and responsiveness. Buried in the settings in ship logs you can move the wheel to the other side, need to make that more accessible
This is impressive!
EDIT: After playing around some more, yea it feels less like an action game and more like a "sailing around with nearly zero health" simulator.
A difficulty slider is a good idea though.
A "difficulty" feature could just be a toggle: Start with a claimed island, or start with no claimed island.
Shift fires.
I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.
Whichever you choose, please consider displaying the controls inside the game, at least during the setup screen, don't make the user search for controls in the wiki. :)
Also the hp bar below the minimap is a bit weird, would expect it the same as enemy ships above my ship, so i can see if i'm winning or losing a cannon exchange like in a rts game. Or at least someplace more convenient to quickly glance at nearer the center of the screen.
Very fun game by the way, well done! Scratches the nostalgia itch of 'Corsairs Gold' for me.
https://github.com/ChoGGi/RegistryTweaks/blob/master/Tweaks/...
An operator fixes this forever by turning off that "enable Sticky Keys" keyboard shortcut. I've not used Windows 11 or Windows 8, but in every other version that had the Sticky Keys feature, I remember there being a prominent "Don't enable Sticky Keys when you press <whatever> X times in quick succession" checkbox in the dialog that let you configure Sticky Keys and related accessibility things.
Over the years, I've seen so many videogame streamers get screwed over by the "Activate Sticky Keys??" dialog pop up that it became pretty clear that they were all keeping it in reserve for the entertainment value. Maybe regular folks get so flustered by it that they don't bother to read the system dialog that pops up.
Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on
If it's only a few buttons anyway you can just show them somewhere as hints while the user isn't giving input or until they used then.
Eg just show a "m for Map\nspace to fire" until the user used each, hiding them each when the m/space is used respectively for that session (session storage so it shows up again if the user comes back later)
You can show the mini-map in a corner, right? Why do you need to toggle it, Slither has it shown at all times.
Space to fire makes more sense than shift to fire
Edit: Shift is a modifier key. Hold shift to go from lowercase -> capitals. In FPS games shift is walking -> running. In RTS games shift is "select one of these units -> select all of these units"
I know your game doesn't have to follow these rules, you can do whatever you want. However it's worth thinking about what "language" each key on the keyboard is speaking when you want to use it.
I'm guessing the decision is about making a online leaderboard?
I submitted this a few days ago, so glad to see it posted again. Fun game. Funner to think I am sinking people, not bots :)
I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)
Thanks so much for submitting this earlier, we got a great boost!
Any dev(b)logs for it? Always curious how these games handle multiplayer and what engines/stack they use.
Still, very fun!
I need to sit down and do a sailing mechanics audit to find a good balance between arcade/realism, I think a beam reach is supposed to be faster than downwind. But my angle of attacks could be more accurate especially for upwind sailing?
Here’s currently how tinywind does it if anyone’s curious:
https://tinywind.io/wiki/sailing#point-of-sail
[1] https://forum.zegluj.net/download/file.php?id=23628&mode=vie...
And what is this forum that unfortunately I can't read? Who made these diagrams?
Giving the ship a slight constant forward moment felt nice and forgiving when testing, and user still has to tack back and forth to get meaningful enough speed to strafe a ship. But I’m definitely open to sliding the realism scale here
There's nothing wrong with arcade, but when you advertise "real physics" people like me are going to expect, well, "real physics".
My big effort has been finding tasteful compromises to keep a “real” feel but still simple enough to not be frustrating and put away the game. Hope this helps!
https://tinywind.io/wiki/sailing#point-of-sail
You are of course free to make your game however you want, but false advertising doesn’t help anyone.
I totally get if people primarily play with two hands on mobile it makes sense to default wheel to the left
Running on Linux Firefox.
A couple very kind redditors have reached out to develop in game tracks so stay tuned
Gusts is another way and you could have storms! Maybe you do already but I didn’t encounter them.
I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.
while i have you... what does the bounty hunters thing do? i see it pop up but then nothing really happens. i keep expecting like 5 ships to try and hunt me down but nada.
I’ve been building this since early May with active captains through the last month. I randomly noticed traffic from hacker news a few days ago, turns out somebody had linked tinywind in the comments there. Love to see other people in the space!
One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver other vessels by planning ahead or gaining speed ahead of time.
I still don't know much about sailing, but I have a lot of kitesurfing experience. Do boats really travel that slowly downwind? I assume that crosswind is faster, but downwind should still move at the speed of the wind.
Noted on the ship turn speeds, I’ve been playing around with larger ships having slower turn radii but I do want the naval combat to have more of a planning element (setup upwind, strafe run and fire, etc)
Let me look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now
In that mac game, there was a tradeoff between speed and the number of cannons / health too
If you need help building a backend for it to be multiplayer, please email me and I'd love to team up (sssilver@gmail.com), I already have something that would help.
Only confusing part is healing, I don't know my health or how much healing I need to be back to 80% or something close so I can get back into battle.
Also healing takes forever.
also, I need a fucking windvane, dude, please
basically, what this guy said: https://news.ycombinator.com/item?id=48546879
The illusion (and thus the game) is ruined if you actually know how sailing works. I’d prefer something more realistic, which would make it more strategic- this is just a motorboat simulation with visual-only sails
Oh my, it wired up its own autopilot and is wrecking havoc now.
Good luck on your pixel adventures, love to see what you build!
As a sailor, I love seeing ads or other random imagery of sailboats that's clearly photoshopped, with sails in nonsensical orientations or completely backwards with things like flags or hair blowing in the wind.
Seriously it would be something seaworthy. Huge success viral probably
Feedback..
1. show keyboard mapping on the touch controls (for desktop / laptop users ideally)
2. Make wind indicator much bigger and centrally located
3. Make cannon cooldown much bigger and centrally located
1) https://en.wikipedia.org/wiki/Governance_in_18th-century_pir...