Let me test it more thoroughly, because I haven't had them, but I haven't played too much since the last update either. I asked because I thought you hadn't found the problem. I'll consider them solved and, if they happen again, I'll let you know Thanks!
Nice trade route So I found a planet where I can get high prices selling explosives. I'm currently buying out all explosives in all of the surrounding systems. My first run in my small 27T cargo space ship got me around 7000 credits if I include a couple or resources extracted from planets. I'm on my second run now... One thing I have to mention. I think you got the sense of scale perfect in this game. pulling into a star system, sometimes I see a small dot in front of the star, which is the planet. When you approach the planet it grows in size, but the star does not really move or expand. That gives the impression that the star is MUCH larger than the planet and still very far away. The same thing happens when you approach the space station. The planet appears much bigger. I love this part of it. A lot of space games just use the planets and stars as background when in A solar system. You don't get that sense of scale you get here. One more question, sorry to be such a pain Are there any star systems with more than one planet? Anyway, excellent game.
New bug Hello, Found a new bug. I was going from planet to planet buying explosives. I was using the ship that had 27 cargo spaces, the Condor I think it was. Loading up my game the first time tonight I noticed my cargo space was full at 27/27 spaces. I only had 12 pieces of cargo taking up space in my inventory though. I sold all 12 pieces of cargo but still registered full at 27/27 even though nothing showed up in my inventory. I bought another ship, the one that has 43 cargo spaces and it all reset back to zero space. All is good now. I don't know what happened to cause it.
Hi Drh, I'm glad you think Stellar Horizon is different from other space games. Indeed, no space games on ios satisfy me (on many aspects), so i thought the better was to create my own space game. Even if Stellar Horizon still certainly has imperfections! Among them, to answer your question: there is only one planet by system for the moment. Concerning your bug, even if i can't reproduce it, i just made a fix to ensure the free cargo space is correct. This fix will not be available in the update 1.0.13 (as i just submitted it yesterday), but in update 1.0.14. Thanks for your bug report and for your kind remarks concerning Stellar Horizon!
Broadening the Stellar Horizon Hello again marsaults (can I call you "daddysaults"? Haha just kidding!), You've done an exemplary job constantly updating the game to ensure the best experience for us! Thank you very much for that! Here are my notes from my most recent experience with Stellar Horizon: NOTE #1 -Ever since the Spectrometer was introduced, the game began to suffer lag (FPS drop, even on iPad Air 2) when approaching/facing large (or multiple) objects like planets/stars; the lag is also present while in space stations. I think that the Spectrometer might be the culprit...maybe since the Spectrometer is currently useless outside of a planet, maybe it should only be displayed while on a planet's surface. If the Spectrometer can be fixed to reduce the amount of lag, then it wouldn't matter if it's active at all times. I don't know if you have any other plans of use for the Spectrometer. NOTE #2 -Sometimes battles may occur when you arrive near a space station. Please give us the "WARNING!" sound when this happens; there's no "WARNING!" sound when battles occur within the vicinity of space stations, which might make some of us think that our engine drive controls just disappeared.........I didn't find out that I was in battle until I got double-teamed and nearly shot down by 2 enemy ships. NOTE #3 -Your GUIDE and BBS sections can scroll up/down to infinity. NOTE #4 Since monoliths are much rarer now, maybe they provide something useful to the player since they are harder to find? NOTE #5 -The attached images I've included in this post show some buttons are still cutoff on iPad. The 1st image shows where the "BBS" button is cutoff on the right side. The 2nd image shows the Spectrometer overlapping the circles (not pretty)...if these buttons are only temporary, then we can expect to see better buttons/interfaces, but if the current buttons are permanent, then I suggest you can adjust them all to fit the iPad screen properly without cutoffs (make it beautiful)...the little things like these truly matter. NOTE #6 -While planetary exploration is wonderful, like another person said, the experience is a bit too slow. Moving slowly one movement at a time is a bit time-consuming and not very...entertaining. I understand that the environments are based on procedural generation, but I'm sure that today's modern iOS devices can handle a bit more processing power than you're currently using for the planetary exploration procedural generation. Maybe you can consider speeding up planetary exploration to improve the experience. IF you somehow cannot use more power processing power to speed up the planetary procedurally-generated exploration experience, then I have an alternative suggestion for you: ALTERNATIVE SUGGESTION TO SPEED UP PLANETARY EXPLORATION: [You can possibly do this if you can't use more processing power from the iOS device] -When we land on a planet, provide us with a KEYPAD that can allow us to manually input coordinates (possibly simplified for easy use) to JUMP to a location on the planet in one single move. With this new method, you can spread out more resources on the planet instead of just having the resources already set near the landing site. You can give us both the chance to get the visible resources near the landing site AS WELL AS the chance to explore different areas of the planet in search of additional (possibly RARER) resources that are randomly spread out. As for monoliths, the spectrometer still would be useful with the new PLANET SURFACE JUMP NAVIGATION system because we still need to rely on the dB stats to find the monolith......besides, they're really rare anyway. One more thing, I'm really liking the updates to the navigation map as well as the ability to see distant star system while flying in space! It's a really useful implementation! Keep up the good work, marsaults! Thank you!
Thanks for these very good suggestions. I will do my best to take them into account! I'm currently including 2 new important features for the next release: - piracy: you can attack commercial ships to make them drop commodities, then you can recover these commodities - asteroid fields: near planets, or while in hyper space jump The 2 are almost ready, so i will consider part of your suggestions soon (before or after submitting the update? i don't know). Thanks again!
Thanks Maursalts for the new update. The good news is it made the the cockpit viewing less laggy. But, when I fly to a planet and try to explore, it is very laggy. Again, thank you for the update, maybe add better compatibility with older devices in the next one.
I see that other people are having similar problems. But my game was laggy long before the spectrometer. I think it is because I am running it on an iPod 5 which should be able to run an so like this.
Yayayyayay! The new update made planetary travel a little less laggy. But, I played it on my sisters iPod 6 and I swear someone sped it up it was so fast. I guess I can just deal with the lag, but the recent updates definitely made it better and less laggy. The things that are still laggy/suggestions: 1. The navigation map is laggy when I try and move it. 2. Traveling to different planets is fine, but slow compared to my sisters iPod 6. But, it is fine and I can deal with the slowness. 3. Planet exploration became faster in the new updat, but is still slow. I suggest maybe making a different way of exploring. It gets a little tedious when moving at such small increments. I don't know and I understand you are working very hard. Thank you Maursalts yet again.
It saves automatically. I visited a planet and collected some resources. When I lifted off, a little signal in the top left said saving game.
Bugs + Lag = Stellar Wormhole? Since I played the game on my iPad Air 2, I personally haven't experienced any lag until the spectrometer update, and the lag only occurs when: -Approaching planets -Approaching space stations -Inside space stations -A second before landing on planet surface -A second before lifting off on planet surface -When an enemy ship(s) fly close to you I guess the code may need to be optimized to eliminate the lag on both newer and older devices. This is not a bug, it is a basic necessity that all iOS games should have that was not added yet. I reported this a long time ago in my post containing critical suggestions; hopefully this can be added in the next updates.