Thank you so much. Its these kind words & financial support that allows me to continue seeking my gamedev dream.. Any suggestions & features big & small will be taken into account for SN2. Some will even make it into SN via future updates. ps. I promise Star Nomad 2 will be VERY epic.
You have done a great job with this game, it's really taking me back to fond memories and enjoying it on the most convenient of platforms. I would love to see an improved map. It might be that I'm a sucker for cool maps but I have enjoyed when the map has some more features. Perhaps a route planner that would highlight your jump points in system would be useful. Dragging with touch would be a simple implementation and on Mac/PC Shift + mouse click on a system to add to the route.
You know that was one of my original design goal but I had NO IDEA how to implement it during SN development. Now I do. SN2's Star Map is broken up into multiple quadrants, all interactive. Touch a system brings up info (if you've visited it before) like station and a quick list of trade items in demand, as well as danger level (used for fleet members on missions) and other info. Touching a nav icon routes your ship to the appropriate jump point, and definitely I want to make a route planner, ie. autopilot. The systems are a lot larger, but compensated by a new Hyperdrive function for inter-system travel. The map features I will definitely implement into Star Nomad in a future update, currently, nearly all my time is devoted to SN2!
It uses iOS8's new WKWebView (Apple's Nitro-JIT & WebGL engine) to load my game (javascript PC build) from a local IP (where your app is installed) so that it takes advantage of iOS8's very fast js processing. If you have a strong firewall installed it will block it, which it shouldn't since its all local IP. I'll put in a report for the WKWebView team. It's definitely something they should take into account as some users will have firewalls.
Just started looks pretty good on my iPhone 6 plus. This is like a top-down 2D Galaxy on Fire 2. From what it seems this game has some depth to it. UPDATE: So playing for a bit not sure if it's been brought up but I noticed the music just cuts off after flying around for 5 minutes. Can't tell if it's just the music or all sounds. If I switch between apps and come back to the game the sound comes back. Also while I was at a station, I paused the game came back to it and forgot to unpause and clicked on the ship buying icon. It showed no ships but then I unpaused and the ship buying screen is stuck on the screen and there was no way to get it off but to restart. It'll be great to have a time and day cycles and the goods you buy changes price. As of right now it seems like you can just do the same trades over and over at the same places and make tons of money easily. With some polishing and touch ups here and there this game can be epic. But the game is still pretty fun so far.
Thanks for the bug report, I found that error in the way I handled pausing during ship menus. I added the pause function recently due to player requests, I did not think to test it while in the ship menu. I want players to make tons of money easily (which some still say its too little or hard!), because you'll die a lot on the hard story missions. Unless ofc you are some sort of pilot god. I'm making the dynamic trade system for SN2 currently. It's got individual station inventory that's dynamic, based on demand. Supply comes from trade ships that make it to dock with the station, without supply, the station cannot replenish inventory quickly. This is where helping out your fellow trader npcs during your own trade runs benefit you. I'm making it so that prices can fluctuate based on events you partake in as well as randomly. A news alert at stations will provide info of major market changes in whatever system or sector, and it will remain so for a period of time for you to take advantage of. It's more full-on spacesim in scope because SN2 is designed for PC/MAC first & foremost. I hope it will transition well into mobiles later. I hope to move over some of the mechanics later on to SN, but as long as it adds fun rather just complexity for the sake of complexity. Re: music, it will fade out of the idle tracks after awhile, until you run into combat which it should fire up the combat tracks. Sfx did not stop during my testing.
the game plays in the background. Why? I found my iPhone 6 dead twice yesterday. second time fully charged died overnight... no alarm this morning.... Star Nomad Elite was responsible for 54% (!!!) of the battery life (background).
I will look into it. I had tested the idling on my devices overnight, it did not run when back in the home menu. Apologies in advance. Edit: Potentially due to wi-fi calling in idle mode for iOS8 on iPhone 6, because my game runs through the iOS8 WkWebView (basically simulating a web app that loads the game data via the local install location), it may trigger the iPhone 6 to activate the wi-fi periodically. I can fix this by ending the game on exit (but you won't be able to resume, similar to a memory clean) or by disabling wi-fi while sleeping (have to test it further). iOS8 definitely has some strange bugs, not as glamorous as it seems! ps. This issue doesn't happen to all devices for some reason, if it happens to yours, please use a memory clean app to kill Star Nomad Elite once you finish the play session. I've posted a report for the people responsible for the compiler/iOS devs, when its fixed, I'll update SNE.
Hi there - I recently bought the game after the F2P conversion and seeing how involved the creator is in the forum. It's a pretty fun game right in my wheelhouse. Is there any way to turn off the music? While I do appreciate it, there are times where I just want to zone out cruising through space.
Definitely in next update. I was stupid and forgot about music controls (since PC version doesn't have it! doh!).
Thanks for acknowledging the problems I had. Im glad you're a people person dev #. I'm a fan. With you responding to the customers, that makes me feel good about a game I bought. It's great to know you're on top of things! Btw is there a release time frame for SN2? With a supportive dev as yourself it would be a instabuy for me.
I am aiming for June 2015 as a personal deadline. Working on SN1 taught me so much, to a point where I am confident enough to make that "Dream Game" I've always wanted but could not. So far, the visuals & trading system is just so far beyond SN1. Because of that, I am thinking of a Kickstarter in a few months when I have a lot more art, design & coding done, with a nice playable demo (fleet battle controlling your main char & npc squad). Thank you to you guys, the players. If any of you have feature requests, what you would like to see in your own "Dream" space combat/trading game, let me know. I'll love to make some of it happen if I am able.
haha you shouldn't ask what I would love to se in a epic space sim open world rpg As far as kickstarter, the best success I've seen and supported are for games 70-80% complete and a demo will definitely help your cause. $15-20K seems to be a good number for smaller projects or indie devs. Dont over or undersell your project, list how your different, build a good fanbase before even starting, and if you can afford to, multiple platforms. oh and almost forgot stretch goals! give people a reason to donate above your goal!
Now that sounds pretty awesome. I've always loved maps and navigating and it seems that a lot of other space sim gamers share the passion. I do enjoy exploration and discovery but the increasingly interactive map sounds like a great alternative to wandering across the system. Bigger systems sounds good too. Will that mean there will be more complexity in the systems or just scaled up?
Holy cow! I haven't even thought about EV Nova in several years and this little gem of yours is making me so nostalgic, I think I might need to throw some money at Ambrosia to reacquire that one... Thanks for making it available for iPhone! You have no idea how many times I've gotten excited about upcoming games only for them to end up iPad-only. The buttons in the corners could be a tad larger, though. I have trouble trying to open/close the map and inventory. Otherwise, it runs great on my iPhone 6! Do you have a mailing list or something so I can be notified if/when you start a Kickstarter for the sequel? I'll forget about it otherwise.
No really, go ahead and give me your ideas, if it's good I'll steal it! Seriously, I would love feature input, since I work alone, I'm stuck in a bubble so to speak, a different PoV is refreshing. So far, I plan SN2 to be a real-time game like SN1, but expanded, mixing XCOM squad management with X3/Eve crafting/production & trading. More complexity in celestial objects (binary stars, planets with multiple moons orbiting, pulsars, etc), nebula storms, fx shaders as well as more systems with multiple stations. Lots of individual groups of ships on their own patrol route. Due to the distance, its easier to ambush a smaller patrol group, since their SOS signal to their buddies take time for reinforcements to arrive if they are far away. I regularly fire up Privateer (Gemini Gold mod) & Freelancer for my spacesim fix. Some games are just timeless, and EV is definitely on that list. Just hit me with a priv msg here with your email, I'll add it to my list. Added to todo list for next update: slightly larger map/inv icons. Edit: Got my first App Store review! It's not good, 1 star! I feel bad that on iOS I can't manually refund the purchase to an unsatisfied user. "Ok game, but very rough around the edges. No menu, controls are poor, but the game was fun...until my very expensive ship blew in a random encounter and I lost it. That's when I closed the game forever. The combat mechanics are laughable. Your beam weapons fire automatically, and whatever you are in front of gets the damage, friend or foe. Polish it up and I might give it another try. This game has potential, but feels more like a .01 alpha than a finished project."
I just updated my other game, a very fun skill-based twitch physics RPG, to be premium $0.99 (removed the single IAP) as well as moved it on the new iOS8 compiler. It's made for most devices, text is pretty large & easy to read on smaller screens. Ninja Girl: RPG Anh Huy Phan Important: Minimum screen size supported is 5 inches. About this game: Action, Adventure, Weapon Throwing RPG, set in a… $0.99 Buy Now Watch Media DetailsImportant: Minimum screen size supported is 5 inches. About this game: Action, Adventure, Weapon Throwing RPG, set in a mystical ancient land & brought to life with anime inspired hilariously-awful hand-drawn art! Are you a skillful gamer, with a fast mind and reflexes? Rage-quitting is not in your vocabulary? Think you got what it takes to beat one of the hardest skill-based games on mobiles, ever?! Put your abilities to the test in this deceptively difficult game! Key features: * Battle your way across many stages & unique locations. * Intense gameplay, put your wit & reflexes to the test. * Physics-based gameplay: Incoming enemy projectiles? Deflect & turn their weapons against them! * Encounter a variety of foes: pirates, exploding pigs, samurais, ninjas, geisha assassins & more. * Fight EPIC Bosses with uber abilities (Satellite Rain, Ki Lance & more) that will mercilessly pwn you! * Acquire & unleash awesome Ninjutsu abilities. * Talent tree upgrades for both the Ninja Girl & her pet Ninja Monkey (yes, you too can own a Kawaii Ninja-monkey!). Happy to receive feedback via email ([email protected]) or twitter (@AH_Phan). Information Seller:Anh Huy Phan Genre:Arcade, Role Playing Release:Oct 12, 2014 Updated:Apr 22, 2019 Version:2.0.1 Size:32.7 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal (You must log in or sign up to post here.) Show Ignored Content Page 4 of 12 < Prev 1 ← 2 3 4 5 6 → 12 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in