Universal Stellar Wanderer (by Crescent Moon Games)

Discussion in 'iPhone and iPad Games' started by JoshCM, Feb 18, 2016.

  1. c0mas

    c0mas Well-Known Member

    Jan 4, 2016
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    The Highguard:

    BlackWing
    Length: 20.0
    Width: 9.4
    Height: 3.5

    Rhino
    Length: 21.8
    Width: 11.4
    Height: 4.2

    Raven
    Length: 27.2
    Width: 15.8
    Height: 4.9
     
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  2. c0mas

    c0mas Well-Known Member

    Jan 4, 2016
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    And Borderworlds

    Dolphin
    Length: 23.6
    Width: 21.8
    Height: 7.0

    Comet
    Length: 19.8
    Width: 17.9
    Height: 8.5
     
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  3. larimar69

    larimar69 Member

    Nov 22, 2019
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    I agree. This may add something to game's possibilities. When I spoke about the canyon was not entirely a joke... :) I remember I appreciate a lot the final run in the tunnel inside the star wars death star that, comes up in the final of Xwing too.
    What about some kind of missions to take profit of this? Perhaps a narrow tunnel where you can profit of small dimension of Hyena and armadillo too? A secret passage to an alien system?

    The point in speed control is this: I have been able to activate full stop by double tip the gas only a few times, usually it doesn't work in my phone. I don't know if it dipends on phone, android version or whatelse, perhaps a bug? :-(
    You are right, its main use is on mining (full stop) escorting (matching speed) but also on recover objects floating in space: about this issue, a temporary slowdown or a fading control would be perfect.:)

    Thanks for ship dimensions! :p
     
  4. c0mas

    c0mas Well-Known Member

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    We have this PC demo http://www.dreambuildersstudios.com/ddemos.html (kind of old ... 2008 or 2009 but I still think is kind of cool :) ) and it has something like this in the third mission :) (click the picture in the link to download it :) ). Actually that is the origin of Stellar Wanderer :)

    Yes, both the full stop and the match speed are not polished as good as it should :) (those are later additions ... and that double tap mechanic needs some changes, because the timing between the taps must be different on touch and controller ... now is somewhere between ... and not working too good).

    Those should definitely be displayed in the ship stats in the future :)
     
  5. Qwertyforever

    Qwertyforever Member

    Nov 14, 2019
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    #445 Qwertyforever, Dec 4, 2019
    Last edited: Dec 4, 2019
    @larimar69 Well.......I'm using the Dolphin now for everything, including racing, with the best HG engine and AFB......and it's still not a problem coming in first :p So no need to downgrade your engines or anything for racing.
    I doubt my Engineer class plays a role in that, and I haven't added any points to handling or speed :D My top speed is 85, and my boost speed is 115. So maybe you want to take into account inertia when turning (the inertial drift), and not boost all the time :)
    That said, Engineer class does get a higher speed boost upon activating the ability, but the times between rings are so short that I don't use it due to the amount of turning I need to do.
    Oh right, you can also make use of a glitch to get you to the front every time. Just press boost when the announcer says "1!" :p

    :) Thumbs up!!

    Actually, I'm now using the Dolphin for dogfighting as well :p
    Thanks to the phase turret, I tend to decimate enemies really fast, like NEVER BEFORE!! :D (Sorry, really excited by the difference) I was really amazed at the performance. :) No need for stockpiling missiles, just use what the enemy provides (IAR Mk1s :p)

    I did put 30 points to damage though:p, but was still frustrated when the enemies take too long to kill :( (Albatross you little ***:p ~pinches Albatross' cheeks~), even with 4 weapons. Granted I still have yet to pick up a 4th HG Mk3 primary, as it has not been appearing in the market, so I'm stuck with 3 HG primaries and a Dyson. Turns out the turret was the game changer :p:p:p:p:p
    I'm hoping to put alot more points to damage as I level up, to see how broken I can make it :p

    I wonder why 9 is the max level for my abilities though, and not 10 (^_^)"
    I can see the upgrade button but I can't complete the purchase :(

    I encountered a weird issue though, when I was using the turret with only CEMP guns equipped, the turret wouldn't fire until I got really close, like in my face, just above my ship. It resolved only after going to another system :p

    Also, I found a bug that forces me to carry on with the story. :p
    When going to destroy the Cossack, I had 2 methods of finishing the mission. Let the Cossack destroy the Core vessels while I fight off the insurgents, or destroy the Cossack myself. The only problem was that erasing the health bar of the Cossack (via shooting it) didn't do anything to change the story, only that one of the Core vessels became the enemy with full health.
    Both ways, I end up being caught by the insurgents lol.

    I can't see it when I shoot! :p
    Maybe have it as part of a holographic display only in cockpit mode as part of the ship display? like really tiny numbers, to not take up screen real estate, or a tiny bar that shows the amount of power left :)

    Ah I see, but inertia really affects racing due to the small rings :) Or it doesn't? :p

    i think the size is an issue, as I do need to tap a few times to activate it sometimes in the heat of battle. Perhaps it could be made almost invisible as per Legend Ready Mode, but somewhat bigger. Or it could just be closer to the fire button :p

    TTYTT, I do have issues with the secondary fire button being so close to the primary fire button, especially when I want to fire both primary and secondary weapons together. I think the boost and secondary fire buttons should switch places to make things more accessible, since I won't get a good shot while activating boost. I usually only activate boost to get me out of a bad position during a dogfight, as everyone is moving so slowly.

    Actually, it would be great to allow players to set the positions of all the buttons, especially the main ones. However, I see that you may have a problem with the second secondary weapon button.:(

    I actually use the "match speed" for shooting down enemies, especially when I have no one on my tail, as it keeps me longer on the target's tail to unload my weapons and prevent his shields from coming back up and I don't have to circle back for him :)
    Having different speeds in this game actually isn't really much of a benefit to me as I get decimated in seconds if I do not activate boost while under enemy fire :)

    I can't comment on GoF for this as it's been a while since I've touched that game :p But i really miss the swipe to dodge feature. When I first started Stellar Wanderer, I kept swiping and wondering why my craft wouldn't dodge as my health bars depleted like crazy :p

    Maybe add a slider to change the timing for full stop on the settings page?
    Also, I have matched speeds with things that move me at -127kph :p Not sure how that happened, but moving at a super high speed away from my escort can be alarming XD

    Also, @c0mas Thanks for adding the ship dimensions!! :)

    On another note, I found the scanner only scans huge ships, not the fighters you can buy, so it really is pretty useless to me, as robbing one ship will cause the whole system to turn on me, so I will just decimate all of them as I pick up the goodies, so no need for scanning of any sort. It's only good for scanning asteroids, where I need to know what they can yield for a specific mission. However, these missions have no effect on my ship, the story, or the universe (economy), which as I said before, makes mining really unattractive :(
     
  6. Qwertyforever

    Qwertyforever Member

    Nov 14, 2019
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    I noticed you have 2 Hyenas there :)
     
  7. c0mas

    c0mas Well-Known Member

    Jan 4, 2016
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    :)) Yes, a small copy paste error, the second one is Wolf :)
     
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  8. c0mas

    c0mas Well-Known Member

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    I almost missed this one :

    Never should be an engine downgrade :)

    Well ... I think some times the rings are better aligned, or you can take a longer turn at afterburner speed (I'll have to try that too :D )


    :) Well ... the 4th HG should show up at Argonite at some point.

    Putting my game designer hat ... I have no clear reason why it was capped at 9 :) ...

    This is really strange, since the turrets are not interacting with the ship they are mounted on ... and its the first time I hear about this issue ... I'll try to reproduce it.

    Hm ... I don't think you were supposed to be able to kill Cossack :) ... did it exploded?


    Yes ... there should be some bar or some indicator that is not obstructed most of the time :)

    I think it is the most visible there because of the close proximity to the rings and perhaps because you are trying to fly through a small circle (in the rest of the game flying with accuracy is not really needed, nor changing too much the gameplay) and so that's the place were the players will "feel" the inertia :)

    Hm, the size of the sensitive are can be different from the size of the visual part of the button :)

    Are you playing with accelerometer or with virtual joystick?

    Well ... its a long shot to allow moving buttons :)

    I remember a long time ago while playing Freespace that I was using match speed a lot while fighting enemies.

    While playing Stellar Wanderer, I was either going full speed, or full brake (while turning to get on enemy tail or while attacking something big trying to stay in firing position for longer).
    A speed control is not a technical problem ... just a concern that some players would forget (or speed down accidentally) and then complain that their ship is not working (on mobiles there are lots of casual players ... or players lacking the patience to experiment and learn a bit the controls in a non-casual game). In the beginning the docking button (and the jump one) was activated only when the station (respectively the jumpgate) was selected ... and we had lots of bag reviews because of "a bug not allowing me to dock" (or to jump). And so we added the "jump on collision" with the gate and the dock button always on while on station's proximity (forcing bigger timecompress interdiction radius :) )


    That's a bug that's haunting me :)

    Well ... there are some rare minerals with high selling price ... but I don't know where are located :)
     
  9. larimar69

    larimar69 Member

    Nov 22, 2019
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    I had a look, really cool indeed! I tried strike-wing on Android, and I liked it too. I think you could put that storyline directly in stellar wonder as a prequel.
    Looking to Heresy-war's screenshots I understand how difficult can be balancing details and controls you had on a pc-game and the needs to simplify while you are developing the same game in a app.
    You did a great job.

    About racing, well, Dolphin is a very versatile ship, (and a nice one too) actually I have on it a top speed of 94 and my boost speed is 155 (fighter class). With Hawk I had 101 - 172. So the why I'm used to downgrade engine for race.
     
  10. c0mas

    c0mas Well-Known Member

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    Thanks :) ... Yes, I wanted to make the stories connected ... and in successive timelines ... a bit tricky since we were not thinking at Stellar Wanderer when we made Strike Wing.

    Yes, in Heresy War there are a lot of controls :D ... yaw, roll, speed, side and up/down strife (with emergency boost o option), lots of targeting options, weapons selection, enemy camera, missile camera, communication with wings and ships ... scanning and targeting capital ship components :D ... but PC players are more "core players" ... and it was made in a time when casual games didn't surfaced yet, nor 3D mobile gaming :). It's really tricky to put that control in a touch interface :) ... but I think in the future we'll be able to put a bit more :) ... some options would really help in a open world game :)

    You did put some significant upgrade points in speed :)
    I don't want to spoil :) have you tried the fastest ship in the game in a race :) ? It might be quite tricky to hit the rings at afterburner :)
     
  11. VirtualBoyFreak

    VirtualBoyFreak Well-Known Member
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    Apr 26, 2011
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    #451 VirtualBoyFreak, Dec 9, 2019
    Last edited: Dec 9, 2019
    @c0mas I have the Google Play issue too. Every now and then, I get asked which Google Play account I want to use with the game and cloud savegames don't work. I'm playing on a Samsung Galaxy S8 with latest Android version (Pie, non-rooted). If I had to guess, I'd say it might have to do with something Samsung-related, because all the reports I've read in this thread are from Samsung phones... Maybe its game launcher app or similar. Any chance this can be fixed? Or at least give the option to disable Google Play in the game, so that it doesn't pop up every now and then.

    I still haven't bought the IAP to remove the timer, but the Google pop-up appears after the ad is shown when I jump from one system to another. Maybe buying the IAP stops the Google Play account pop-up issue? If you can confirm this, I will buy it with my eyes closed. In fact, this issue is the only thing stopping me from buying the $5 IAP to remove the timer. EDIT: bought the IAP to remove the timer and I confirm you that the Google Play pop-ups have stopped :) cloud sync doesn't work, but at least I'm not asked constantly which Google Play account to use for the game...
     
  12. c0mas

    c0mas Well-Known Member

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    @VirtualBoyFreak indeed it started to be reported on S7 (something related to second step authentication) and after that the service that was used to store the saves was deprecated by Google ... and removed completely relatively recent. So ... we plan to remove that cloud save mechanics on android since there is no way to retrieve the old saves.

    If you cancel the popup a few times it should be marked that you don't want the login and it should not pop it up anymore. Can you try and let me know if it works?

    Well ... buying the $5 IAP will definitely remove the ads, but there is no direct connection between the ads and the popup (I'll have to investigate, since the popup might be displayed when gaining focus after returning from the ad display (that is handled by a third party plugin).

    I'll see if we can make an update this year to fix this once and forever :)
     
  13. VirtualBoyFreak

    VirtualBoyFreak Well-Known Member
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    Great to hear. I haven't had any pop ups since I purchased the IAP, so it should be okay.

    Here's a suggestion regarding pitch and roll: you can implement an option to activate touch controls with pitch + "tilt to roll". I've seen this combination of touch and tilt in Vendetta Online and it works like charm. You should give it a try in Stellar Wanderer :) another option would be a button on the right side which you keep pressed while turning left-right to roll. Unpressed = pitch; Pressed = roll... If you get my point :)
     
  14. c0mas

    c0mas Well-Known Member

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    Thanks ;-)

    Yes, that option to combine touch with tilt might be the easiest way to go :) ... but one button to keep pressed should also be relatively straight forward :) ... if there is an update this year I'll try to have at least one of the options in.
     
  15. VirtualBoyFreak

    VirtualBoyFreak Well-Known Member
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    And while you're at it, can you change the color of that light purple font of the screenshot? I had to zoom like 400% in the screenshot to see that it said "DMG=550" or "RANGE=13,3". I couldn't see a thing in the game :p
     

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  16. c0mas

    c0mas Well-Known Member

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    Of course :) ... that should not have been purple (ugly bug) ... most likely red and blue components of the color are switched, thanks for the heads-up! :)
     
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  17. VirtualBoyFreak

    VirtualBoyFreak Well-Known Member
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    #457 VirtualBoyFreak, Dec 9, 2019
    Last edited: Dec 9, 2019
    Hey c0mas, two things:

    1. The Google Play pop-up issue has to do with ads for sure: I watched the video to get 25 credits and at the end of the video, the Google Play pop-up asking which account to use with the game appeared. It's the only time I've had it happen since I got the IAP to remove ads and timer (and I've played around 3h since then...).

    2. What is the daily cap to achieve chips? I've earned 6 chips through the missions I've done, but I'm not getting any more even though the missions icons show chips. I have 76 chips, I just need 24 more for the extra cargo space :p
     
  18. c0mas

    c0mas Well-Known Member

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    Thanks, that's good to know :) one easy way to test when we remove that pop-up :)

    Hm ... 6 should be the daily limit (one global mission that is 3 chips, the same at all bases until you complete it, and 3 smaller, first 3 side missions should give 1 chip each day). Now ... why the icon is still displayed ... that's one more thing on my list to check :)
     
  19. VirtualBoyFreak

    VirtualBoyFreak Well-Known Member
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    #459 VirtualBoyFreak, Dec 10, 2019
    Last edited: Dec 10, 2019
    Yeap, I'm getting 6 per day, so it's correct. Chips are seen in the general mission image, when you see all the missions on the right side of the screen. If you click on the mission details it's correct: no chips are shown if you already got the 6 of any given day. Here's a screenshot of what happens: in the "jobs board" all jobs show chips, but in the job detail they aren't shown. The first missions of the day show the chips correctly in the job detail.
     

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  20. VirtualBoyFreak

    VirtualBoyFreak Well-Known Member
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    Here's another bug I've encountered: I got into the game today and chose the daily mission for the 3 chips, but failed it (I had to move 2 sectors to defend a ship). Since the last save was accessing the sector, but I was too far from the ship to succeed, I loaded my save on the last base. My problem was that I had chosen the mission in the original base instead of going to the sector where the mission was and choose the mission in the base there, so the savegame already had the mission chosen (in other words, I'd have failed the mission again because I enter the system too far away from the ship to defend it on time).

    I then decided to load a savegame I had from yesterday, and here comes the bug: the game I loaded doesn't offer the daily missions with chips. It's as if the day hadn't gone by for that savegame, so I can't do daily missions today and will have to wait for tomorrow.

    In other words, to reproduce the bug: make a manual save today and enter the game tomorrow. When you're in the game, quit to the main screen and load the manual save. You'll see the daily challenges with chips don't appear for you then. The missions are there, they just don't give chips for completing them.
     

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