retrodude's Recent Forum Activity

  • sqiddster

    I remember playing this in the arcade, glad to see your still working on it since the rotary physics look awesome. <img src="smileys/smiley4.gif" border="0" align="middle" />

    Are you planning on adding gamepad support? The control scheme for the platforming mechanics look similar to Super Meat Boy so playing with a gamepad would be pretty rad.

  • That's pretty awesome <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Congratulations mate

  • jojoe

    No worries I always have a previous version backuped in case I decide to downgrade.

    sosensible

    I don't normally export games on the arcade but I do on Kongregate or I use google drive to test them. I'm assuming if it works on those then it should be fine on Arcade, unless your using 3rd party plugins? I know 3rd party plugins usually work on other sites but on the Arcade they don't. It could very well have been the new stable release, but as of right now its hard to say. Also I heard chrome 30 was having some fps issues, so yea..

  • jojoe

    There's exporting issues now? I was able to export one of projects in the r.145 update and its a fairly complex file. Minifying the file seemed to be an issue on the R.145 though. I guess I'll try exporting some of my previous files.

  • Rivalry

    I searched it on google and found a kickstarter for it. The artwork itself is very well polished, but I can't seem to find any gameplay of the game itself.

  • brunogruber

    Wow the artwork in game is beautiful. But what did you use to create the scene in the trailer video? It looks very well made.

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    There's a reason why 3d engines are more pricier. It takes a long time to create an engine that can properly render 3d objects efficiently. So if Construct 2 did have 3d, then I think the price should go up with it. Maybe the business edition could support some kind of 3d rendering?

    In my opinion the price for unity is the only thing holding me back from using it.

  • yonda

    Jumping in rpg's is a bit different then platforms. I'm assuming their either using custom controls or 8 directional movement for their rpg. Also last time I checked, mario rpg for snes was isometric, so its a bit different then your generic rpg movement.

    seba182

    What I did for the jumping in my isometric rpg was have a player that has both 8 directional movement and platform behavior.

    So when jump button is pressed, player disables 8 directional movement, enables platform,then Player vector Y-300. Then when player gets back to its original spot I disable platform behavior and enable 8 directional movement.

    At the moment that's all I can hint at you.

    Also one thing to note; an rpg might not be the best game to start off with. Try making some smaller games, then move up to an rpg.

  • You could check google and try to read on the pseudo code for isometric jumping then recreate it in C2. It follows the same principle as a generic programming language

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retrodude

Member since 11 Oct, 2012

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