[PC, iOS, Android] Star Nomad - Greenlit

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A space themed game with high quality 2D graphics and addictive music that provide hours of fun
  • Trailer:

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    Long Trailer:

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    Star Nomad is a 2D top-down tribute to classic spacesims of old such as Elite, Wing Commander: Privateer 1 & 2, Escape Velocity and Freelancer. If you are a fan of these games, then you're in for a nostalgic ride!


    * Be a neural data transporter or cargo runner.

    * Be a Mercenary taking on random missions (patrol, bounty hunting, defend & escort).

    * Be a Asteroid miner seeking rare ores.

    * Be a Merchant trading in goods with many profitable routes to find!

    * Be a Smuggler dealing in lucrative drugs & evading the law!

    * Be a Pirate attacking merchant ships, become infamous, join the pirate factions & fight for anarchy!

    * Join huge multi-faction fleet battles!

    * Dynamic faction standing system, where your actions will determine friend-or-foe.

    * Multiple ship classes to fly, including drone carriers & the mighty Yamato Battleship!

    * All ships are up-gradable with modules.

    Star Nomad is a sandbox at heart, but it's also story driven with a personal plot that puts you right in the pilot seat to determine the outcome of a civil war raging across the Sector, culminating in a final "Zero Sum" plot.

    Steam Greenlight: http://steamcommunity.com/sharedfiles/f ... =317966541

    Android: https://play.google.com/store/apps/deta ... lite&hl=en

    iOS for iPhone 6/Plus & iPads with Retina (iOS8+): https://itunes.apple.com/WebObjects/MZS ... 77727&mt=8

    Desura (PC/MAC): http://www.desura.com/games/star-nomad-rpg-rts-sandbox

    Thanks to everyone who has helped by voting YES! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Crashes on galaxy tab 3 while on ludei loading screen.

    Will wait on ios version to check with my ipad mini retina.

    It just shows how useless is cocoon js for games with larger ammount of assets :/

  • PKrawczynski

    That's ridiculous because the Tab 3 has what, 1.5gb of ram? I've tested it a whole range of devices.

    Star Nomad only use ~150mb, hardly anything for all the art assets.

    I know it will crash for two reasons from my own testing:

    1. Obviously not enough memory (often on 512/768mb devices with lots of apps running in background).

    2. Modified Android OS, such as Cyanogenmod.

    Edit: is it the Tab 3 7 inch? 1024x600 pixels, 1GB ram. The Tab 3 8 Inch has 1280x800 pixel and 1.5GB of ram.

    The game doesn't work for sub 720p devices. It was a design choice to aim for that minimum specs (since generally devices with less resolution that that tend to have very weak hardware and wont be able to handle such a complex game).

  • 1. If your game have problems to work on 1gb device its obviously cocoonjs fault. My games that crash on cocoon on ios work perfectly fine in web browser. Thats because cocoon is very poor for larger games.

    2. Havent modified android, its all stock.

    Look this tablet can handle a lot with webgl, I hardly think your game would crash it due to performance of construct. In worst case I would still get 30 fps if it wasnt for terrible memory in cocoon.

    Im not blaming you or something, dont take it personally. Just tried to let you know that it doesnt work on very popular mid tablet. Samsung tab 2 and 3 have extremely high adoption rate because its just very cheap (i paid like 200$ for it).

  • PKrawczynski

    I can't blame CocoonJS for this because the entire loading into memory is only ~150MB (which isn't huge, I had a 460MB game running on a 1GB ram device!). If your resolution is too low below the 1280 x 720p threshold, the game isn't playable. It's just the way I've designed it. I've put that as a requirement in my Store description.

    It really is meant for 720p + devices. Now, if it was crashing on your Tab 3 8 Inch with 1280 x 800 screen, then I would be very worried.

  • PKrawczynski

    I can't blame CocoonJS for this because the entire loading into memory is only ~150MB (which isn't huge, I had a 460MB game running on a 1GB ram device!). If your resolution is too low below the 1280 x 720p threshold, the game isn't playable. It's just the way I've designed it. I've put that as a requirement in my Store description.

    It really is meant for 720p + devices. Now, if it was crashing on your Tab 3 8 Inch with 1280 x 800 screen, then I would be very worried.

    How do you deliberately make game crash on sub 720p devices in construct? Its impossible. Even if you set some specific game resolution construct2 would rescale it to smaller size. You are not understanding what Im really saying. I can assure you if you had website with game I could load it and play without any issues. Thats exactly the case and you should be aware that cocoon isnt really great for medium to large games.

    Besides that - could you maybe write a bit how long game took you to make, how large project is in terms of assets and event sheets lines? How much it takes on disk Usual things that are interesting to other developers.

  • PKrawczynski

    4 months. 4000 events. ~7MB without audio, 24MB with audio.

    Construct 2 doesn't scale because CocoonJS does the scaling, which differs to Crosswalk/XDk and browsers. If you set C2 to scale via Letterbox (the good mode to get more compatibility), CocoonJS will ignore that and default to Scale Outer. It doesn't do Letterbox Scaling.

    The game runs too slow (about 20% performance deficit compared to CJS) for my liking on Crosswalk. Plus, the WebGL shader effect "Glass" is broken when I compiled it, hmin one of the Crosswalk dev is aware of the issue.

    The crashing is not memory related. I'm using their version 2.0.1 compiler, might have to revert back to 1.4.7 (the last stable one that had few issues).

  • Wow thats pretty nice, it had been quite a bit of work. Im really waiting for iOS version because its inspiring to play other construct2 games on mobiles. Always gives me that extra energy to continue on my own larger project

    It took you 3 months? Thats probably first post on your blog about that game.

    We used 1.4.7 for all our games on googleplay store and ios - works fine except if game is too large it will crash on ios4 (but that device is like lowest possibly target for anything, it wont be relevant once apple announces iphone6, they wont even have ios8 with webgl for that phone). Havent tried crosswalk or phonegap yet.

  • PKrawczynski

    I was going to use 1.4.7 but tested 2.0.1 on my devices and it seem to run fine, but it should not crash on galaxy tab 3, since my other games with 1.4.7 run fine on those devices. I'm getting user reports that its crashing on S3 as well which just should not happen at all, so i think 2.0.1 is unstable. It seems to crash much more often on lower resolution devices, something which didnt happen on 1.4.7 so I think they've changed the way it handles scaling.

    I'll update it now back to 1.4.7.

    It took me 4 months. First blog was after I spent some time getting the AI to function as Id like it.

    ps. the crash log from user reports have it crashing on cocoonjs library loading, so its not at asset loading.. its the CJS itself that is buggy, prolly 2.0.1 related. fingers cross 1.4.7 behaves.

  • Sonofa... just saw this on Ludei's release note for 2.0.1:

    http://support.ludei.com/hc/en-us/artic ... nJS-v2-0-1

    "Samsung Galaxy Tab devices crash due to SIGILL. We have already found the issue related to V8 and this specific hardware/processor and are working hard to try to solve it asap."

    I knew it didnt happen on 1.4.7

    Compiling it for 1.4.7 now. Soon you can test it on your Tab 3 PKrawczynski <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Seriously Ludei, wtf how can you release a new version without testing on Samsung devices.. its the most popular brand. Its also not TAB devices, its a lot of other Samsung devices that use that particular CPU. O_o

  • awsome game! reminds me of galaxy trader! that is not funny cause has to big map but this one looks actually cool!:) good job! if you market it good! i think you can make some money:)

  • gamecorptm

    Did it run fine on your devices?


    I've updated it with some changes, along with CJS 1.4.7 which didn't have such a bad bug with Samsung devices. Let me know if it still crash on your Tab 3.

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  • Unfortunately it crashes even before ludei logo now

    Reinstalled game from scratch as well.

    I still think its internal cocoon fault but hey, we dont have much choices right now anyway.

  • PKrawczynski

    Yeah its definitely a CocoonJS bug, so freaken annoying. I get that same error report from users on Samsung S2 phones, Tab 2/3.

    It's a shame since I designed this game to use the least art as possible while still looking decent. I was glad to finally get all assets loaded to only use ~150MB since I knew it would work on low end devices.. but really, not working on Samsung stuff is a damn SIN.

    It works amazingly well on S4/S5. S3 some models work, others don't. I believe there is a problem with CJS & a variant of Samsung's Exynos CPU that some of their models use.

    As for Crosswalk/XDK, there's a GPU blacklist on a lot of older Samsung devices as well, ones with Mali GPUs. If you try to force it, you risk random crashes & your WebGL effects not working etc.

    On the mobile side of things, there's definitely huge room for improvements.

  • Excellent game

    Justed wasted an hour on it

    Plays fine on my 2012 nexus 7 most of the time

    Have had to shut down my tablet a couple of times as it was crashing at the ludei screen

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