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Since we have mig and sukhoi in the game file,why not make them as playable aircrafts?

Hey buddy, thanks for playing! Sorry for not getting back to you earlier, I was overseas and away from my computer. 

The reason why those planes aren't playable at the moment is because their 3D models don't have moving control surfaces. That is, they're just a solid block, so I can't animate them properly. Since I don't know how to use blender or anything, I have to try my luck with whatever models I can get my hands on legally.

More aircraft are coming in the next patch, though!

Good stuff!
I remember coming across the game on the Ace Combat subreddit some time ago but couldn't get a feel for the controls .

Still took some time to get use to it since it's pretty different from AC and PW with the whole throttle and double tapping keys to change the plane's speed, but it feels pretty good when you do get used to it.

The core gameplay is pretty solid already! The one thing I thought could be improved would be the missile switching, since you can have several missile types equipped at once it can be a bit tedious to only go through them one by one with one key when you need to switch.
It'd be nice to have the ability to bind equipped missiles to d-pad directions, so tapping one direction instantly switches to a specific missile rather then having to cycle through them.

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Hey buddy, thanks for trying! I tried to differentiate ASE a little bit from AC with the throttle - you're supposed to stay in the ACM window for dogfighting and general combat which is why the throttle is manually set, but you can play it perfectly fine AC style by double tap-and-holding the throttle keys.

Regarding the missile switching, unfortunately the D-pad is reserved for an upcoming mechanic, but I'm thinking of actually limiting weapon selection to 3 selectable options for a future balance pass. I think this would hopefully strike a balance between the multi-weapon loadout people want, and encouraging players to try out different planes. Hopefully this will also make swapping weapons a little less tedious too, but I guess we'll see how it's received.

Any chance for a future Linux/Steamdeck build? I tried getting v0.08a working through both Proton 8.0 and Lutris Wine and was unable to get past the loadout select screen, it was missing textures and only the back button worked. Also the entering the options menu softlocked me and required ALT+F4 to get out

Hey buddy, thanks for trying it out. I've never touched Linux before so I'm not sure what could be causing it. Maybe it's something I can explore porting to in a future version! 

The games user interface is broken cant navigate menus at all, with controller or without.

Hey buddy, sorry to hear that. Did you click or move the mouse before using the controller or keyboard? Does it happen consistently?

Sorry for late reply, the problem is the menu doesn't recognise my inputs almost at all, say I enter the game and go to the options to change controls and it immediatly stops responding to what I do, mouse inputs or arrow keyes, controller pad or stick. And some options work like I start a game and select a mission and want to equip my fighter with missiles well I do so and then I'm stuck again in an endless loop of only two options putting a missile on or taking it off. 


sr for bad england

All good - just need a bit more information to start investigating this. Does using the main menu work consistently or is it all menus that you've accessed so far? It sounds like it sometimes works and sometimes doesn't. I am assuming you've tried to press ESC in the hangar to finish selecting missiles as well?

I'll also need what sort of keyboard, stick and controller you're using and your computer specs.

I will be also pushing a hotfix for an unrelated issue shortly, maybe you can see if it also fixes your problem.

Sr for late reply again, all menus are affected it seems like the problems doesnt change what is bugged keeps bugging so when I enter a menu that was broken the last time I turned the game on and try doing the same thing it will break again, it is a consistent issue. The whole game stops responding to any other inputs than arrow keys and even those do not get recognises in most directions. I did try every button on my keyboard none helped fix the issue.  My keyboard is a Octane - MB7C (Gaming keyboard), mouse is a G203, my controller is an Xbox One S. Computer specs are as follows AMD Ryzen 5 3600 cpu, Rtx 2060 gpu, 16gb 3200MHz ram, DA700 psu, a 1tb SSD, 2tb HDD, a 1tb HDD.    The game is installed on the SSD.

Okay, leave it with me. This is the first time I've come across this issue and nobody else has reported something like this, so it might take a while and I'm not sure if I can fix it - it could be something wrong with the game or something wrong with your hardware.

If you haven't already I would try disconnecting the controller when you use keyboard to see if there is any weird input signal from your controller that is overriding things. Of course please also make sure your drivers are up to date for both controller and keyboard. 

Hey buddy, 

I think I might have finally cracked this bug in 0.07c. Give it a go if you have some time!

This is the first flight game I've seen here on itch and I hope it gains traction cuz it'll save me some time by not having me develop a new game like this out of sheer rage cuz AAA devs don't make these kinds of games on a usual basis(Ace combat and Project wingman aside).I hope this project doesn't get abandoned like the others that I've seen Keep it up my guy I hope to see this project grow. 


On a side note:imagine a game where you could customize your own aircraft and play against other similarly customized aircraft. you know like how Armored Core does it. I wanna make a game like that on unity and need some knowledge on C#. This is a long term project so if you could help me out by telling me a few tutorials or books to refer to then it would help

Hey buddy, thanks for the feedback! I'm currently juggling a few other things for work and study, but don't intend to stop working on this for the forseeable future. I'm also dealing with some particularly digusting AI rewrites which broke a lot of things so the next update might take a little longer than usual in coming out. That said, I don't make any guarantees that I'll ever finish, but I definitely will try my best.

Re; your side note, I think the best advice I could give you is to think about what building blocks you need to make whatever game you're planning. Then break each block into more blocks. Keep breaking blocks until you know exactly what you need to do next (probably look up some tutorials), then prioritise the most important ones.

If you are completely new, I recommend starting off with a few sandbox projects and very, very small things to get your head around how C# works and what sorts of tools it gives you. I learned from scratch using youtube tutorials like Brackeys, CodeMonkey and BlackThornProd who do some nice beginner material.