[Android & iOS] Star Nomad RTS/RPG (Sci-Fi Sandbox)

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Post » Mon May 26, 2014 9:40 am

Updated: Video of one of the early Story Missions, with big Fleet Fight.

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Post » Thu May 29, 2014 12:52 am

Silverforce wrote:@megatronx
There's been lots of criticism of C2 low performance on mobiles, I just think its up to the users to optimize their games. Sure, HTML5 is 50% slower than native code, guess what? People forget that phones this year are 100% faster than last year. And last year's phone certainly run HTML5 games just fine, so do phones from 2-3 years ago.


@SilverForce very good work mate! it really is a challenge to get good performance on mobile, but definitely doable!

I would be intrigued to know more about your asset sizes, especially your backgrounds, I really struggle getting any more than 30-40 FPS on my Galaxy Tab2 10.1 using preview on lan.

If you ever get the time, it would really help the C2 community, if devs like yourself and @theHen, could do some kind of tutorial outlining some of the basic things that help you achieve 60 FPS on mobile!

Anyway nice game! Keep up the good work!
If it can be done, someone on the web will show you how to do it!

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Post » Sat May 31, 2014 9:48 am

@michael
Thanks. When I publish Star Nomad, and get some free time, I will do a tutorial on optimization tips for mobiles.

As for the current query, the BG in this game is only 512 pixels wide and 16:9 ratio. I did it on purpose to prevent high memory usage as I have a lot of them.
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Post » Sat May 31, 2014 11:50 am

Silverforce wrote:@michael
Thanks. When I publish Star Nomad, and get some free time, I will do a tutorial on optimization tips for mobiles.

As for the current query, the BG in this game is only 512 pixels wide and 16:9 ratio. I did it on purpose to prevent high memory usage as I have a lot of them.


Thanks for the reply @Silverforce, look forward to the tutorial ;).

I am targeting Win8, so have a window size of 1366 x 768. Unfortunately testing with chrome (no webgl) on android probably isn't the most reliable source for my target platform, but don't have a Windows tablet yet. While I am focusing on marketing for the PC mainly, I still like to try to get the best performance on tablet as well.

Good luck with Star Nomad, and keep up the good work....!
If it can be done, someone on the web will show you how to do it!

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Post » Sat Jun 14, 2014 5:41 am

It's finally launched: https://play.google.com/store/apps/deta ... .starnomad

Thank you all for the feedback and interest.

Now, onto the iOS version! :D
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Post » Fri Jun 27, 2014 11:08 am

Looks very nice!

I watched the video and noticed some very nice pulse/explosions (radial wave getting bigger over time). May I ask how you created this effect? I tried many effects from WebGL (pulse, warp and so on) but never could make one like yours. Is it an sprite animation/effect combo or just a sprite?
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Post » Fri Jun 27, 2014 12:13 pm

Bl4ckSh33p wrote:Looks very nice!

I watched the video and noticed some very nice pulse/explosions (radial wave getting bigger over time). May I ask how you created this effect? I tried many effects from WebGL (pulse, warp and so on) but never could make one like yours. Is it an sprite animation/effect combo or just a sprite?


Glass Effect = Sprite with a white circle (128 x 128), with fade behavior (play with wait/fade timer to achieve what you want, ie. more fade time = weakening pulse as it grows, more wait time = no weakening of effect on growth) and onscreen every-tic change its size to grow larger by X pixels (a circle shockwave).

If you want a horizontal pulse, just grow its width more than height, or for vertical pulse, etc.

I wanted to do a shockwave effect after seeing The Next Penelope video, and it just seems easiest and least performance loss to implement it as above.

Luckily Glass WebGL shaders run extremely fast on mobiles. You can have so many of them on screen without a big performance loss. Other shaders absolutely destroy mobile performance.
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Post » Fri Jun 27, 2014 12:37 pm

Thank you very much! :)
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Post » Fri Jun 27, 2014 1:42 pm

Still looks pretty cool :) When do you plan to release it?
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Post » Fri Jun 27, 2014 2:03 pm

Beaverlicious wrote:Still looks pretty cool :) When do you plan to release it?


It's released. Post in the completed forum awhile ago. hehe
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