I used wav files... O_O
also bc good graphics B)
I used my particle system with decreasing alpha.
You could recreate it by adding data (list or dict) to a list of particles containing the image, alpha and position of the player. each frame you can iterate through the list, fill the image with the alpha and draw it at the position, then decrease the alpha. once the alpha == 0, you can remove it from the list.
that's for the ships. if you want to do motion blur just fill the screen that you're blitting onto the window with 150 alpha, then you can partially see the last frame assuming you didn't fill the window.
I use python 3.9, the "bad magic number" is an error that can only occur due the game being run on a later version. I'm assuming you downloaded the source? Since a magic number is a signature on a .pyc file and since my engine was converted to a .pyc file, it was sealed for only being able to run on 3.9...
To simplify it... The source won't work on 3.10, only 3.9... If it's not the source, I do not know what the problem is.
But wouldn't more controls be more difficult to learn/play? I tried to keep the controls simple so that people wouldn't have to memorize everything. Also, about the hitboxes, what can I change?
Thanks for the feedback! I thought of speedrunning too, but the game is not well known enough to have its own speedrunning category... I know some parts of the game are hard, but I'm happy to hear that you had the determination to push through the difficult parts of the game! Thanks a lot!
Thanks so much for the feedback! In my game I'm currently working on, I might try to do window scaling... But the custom keys idk how to do... Thanks for trying my game though! I really appreciate it!