I mean can I have a sprite or backround with black, white, blue and red or I have to use only blue and red?
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I have Manjaro Linux 64 bit and NVidia GT540M (notebook).
Judging from other creators who used Unity and did not offer a Linux version of their game, it looks like to me that Unity is problematic on Linux.
It doesn't realy matters if you have Mac or Linux to export the game to those platforms.
For example I use Manjaro Linux 64 and I exported my game for Win32, Win64, Linux32, Linux64, Mac and HTML5 I haven't tested it on any other platform apart from Linux64 and HTML5 but the testing of Godot's functionality is already tested.
Other from that, I have encountered a problem on the first boss. I killed everything but the game never allowed me to procceed.
Controls needs little bit more work. For example when you fire in the spaceship mode you cannot move up and down, another is that the spaceship does not face the dirrection of the movement, this last one seemed little bit wierd but helpful on the boss fight, so I do not know if it is a design decision or something else.
Another suggestion is to use in the display settings (in godot project properties) the stretch mode, put it on viewport and your game will get good scale on fulscreen. The way it is now, you can see all the level in fullscreen and etc.
Nice game overall a little rough around the edges but nice. It reminded me a little bit of Thexder, cause you can transform to a spaceship.
I am using Godot and I am using apply_impulse ( I used apply_force too but I didn't like the results).
The problem with physics engines in general is that they move the objects in the physics step and then apply forces to separate the overlapping objects (collision reaction). This way if an object is moving too fast there is a possibility to pass through an object or stuck inside. The solution to this is to make more steps for the fast moving objects. Godot have this but the physics engine is locked with the frame rate, this means that if you loose a frame the crucial moment then you may have a problem like this.
This is how I remember things worked for Bullet at least, cause I have read some of the presentations and techniques back in the days of the first versions. I also remember similar things about the first presentations of Box2D. Godot's physics engines are like striped down versions of Bullet for 3D and Box2D for 2D.
I Unity I do not know what they used, but I remember that they had good reaction for fast moving objects.
This is a very common problem with physics engines and fast moving objects. I thought that it was well callibrated in the game, but on the other hand if you loose a frame just before the impact then this may happen.
I had to create an option to reset the ball position.
Yes I know about the html5 vesrsion.
But The html5 version was created for people who cannot download and play the game on their computer. For example Windows XP users.
If you look at the description you can see that Html5 version requires mouse click.
I just added an html5 version, but I made some changes in the controls. You have to press down the second mouse button to move the ball when you position it and when you rotate the camera. Also keep in mind that I am currently adding more stages to the game.
Thanks for your interest.
Not sliding on the walls was a little bit irritating.
Joystick support is a must for this kind of games.
I became overpowered too early in the game, I have finished 10 missions easily and lost cause there is no pause.