My isometric RPG

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Post » Thu Dec 10, 2015 12:37 pm

Wow this is awesome man! Nice work, any plans on making it published or multiplayer? Would be nice to play it
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Post » Thu Dec 10, 2015 10:03 pm

Subtellite wrote:Wow this is awesome man! Nice work, any plans on making it published or multiplayer? Would be nice to play it


At the moment, I am learning Unreal Engine 4. Since I'm working in 3d anyway, this opens up the kinds of games I can make. The game I'm working on now is a deviation from this. It'll be more of a third person stealth game. I may make an isometric game in the future, but it is a bit of a hassle. If I do one, it'll probably be pure 3d. Pre-rendering 3d to 2d sprites like I did for this game was a bit of a pain. There were also some issues I had with making this game in C2 such as units overlapping, difficulty with multiple enemies, being limited to a small isometric grid, and whatnot. I even passed the 10,000 image limit, so I can't even preview or use the debugger.

Anyway, for updates on my projects, just follow my youtube channel. I update it with new videos whenever I make worthwhile progress. I will most likely not be updating this thread anymore, but I will respond to questions.

https://www.youtube.com/user/ThreeBladedSword/videos
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Post » Fri Dec 11, 2015 9:12 am

I'm sorry to hear that the limitations became too much :( This project had so much in it! Bigger productions can be very challenging with these "small" game creation softwares. Regardless of that, congrats for really showing what Construct can do! :D
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
Open for commissions!

For Hire Thread | LinkedIn | SoundCloud
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Post » Fri Dec 11, 2015 9:11 pm

taistelusopuli wrote:I'm sorry to hear that the limitations became too much :( This project had so much in it! Bigger productions can be very challenging with these "small" game creation softwares. Regardless of that, congrats for really showing what Construct can do! :D


I feel like the project could have been completed, I just felt like I was always working against the grain, pushing the engine and trying to find workarounds.

What bothered me was that the games that inspired me to create an isometric game like Age of Empires or Baldur's Gate did this stuff 15 years ago with many more objects on screen, no overlapping units, large levels, many effects, large isometric buildings, advanced fog of war, and so on, and there were so many things that I could not recreate. Believe me, I tried.

Honestly though, I think this is a good a time as any to learn a new engine. It will simply give me more options. I'm not really abandoning the project as much as I am "postponing" it until I feel like I could do the game justice. It was a great learning project and helped me get started with game design. The game I am working on now is a little more straight forward as I mentioned in my last post, and Unreal Engine 4 is designed for this type of game. I think that makes a big difference. Work in the engine that it is designed for the kinds of games you want to make.

Hopefully, in a new months, I'll be able to show off my new game, though since it not be a C2 game, I'll have to post it in the open topic section or something.
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Post » Fri Dec 11, 2015 10:47 pm

@DrewMelton
Hi,

Do you use UE4 with Blueprint or with C++ template?
Good luck with UE4 ^^
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Post » Fri Dec 11, 2015 11:06 pm

MadSpy wrote:@DrewMelton
Hi,

Do you use UE4 with Blueprint or with C++ template?
Good luck with UE4 ^^


I'll be using Blueprint with UE4. I'm more of an artist than programmer. So far, I like it better than Unity+Playmaker.
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Post » Fri Dec 11, 2015 11:24 pm

great!
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Post » Mon Dec 14, 2015 8:53 am

DrewMelton wrote:I feel like the project could have been completed, I just felt like I was always working against the grain, pushing the engine and trying to find workarounds.

What bothered me was that the games that inspired me to create an isometric game like Age of Empires or Baldur's Gate did this stuff 15 years ago with many more objects on screen, no overlapping units, large levels, many effects, large isometric buildings, advanced fog of war, and so on, and there were so many things that I could not recreate. Believe me, I tried.

Honestly though, I think this is a good a time as any to learn a new engine. It will simply give me more options. I'm not really abandoning the project as much as I am "postponing" it until I feel like I could do the game justice. It was a great learning project and helped me get started with game design. The game I am working on now is a little more straight forward as I mentioned in my last post, and Unreal Engine 4 is designed for this type of game. I think that makes a big difference. Work in the engine that it is designed for the kinds of games you want to make.

Hopefully, in a new months, I'll be able to show off my new game, though since it not be a C2 game, I'll have to post it in the open topic section or something.


I can definitely see that. I was doing some composing stuff with a limited edition software. Constantly running to a wall of limitations was rather frustrating eventually. I must say that you surely will have more leverage out in the gaming market with UE knowledge! ;)
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
Open for commissions!

For Hire Thread | LinkedIn | SoundCloud
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Post » Tue Dec 15, 2015 2:40 pm

Damn man, it reminds me of Flare... but better done!
GREAT WORK!!!
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Post » Fri Dec 25, 2015 12:30 pm

DrewMelton wrote: I even passed the 10,000 image limit, so I can't even preview or use the debugger.


A few months ago I also encountered this problem ... Ashley said:

Sorry, there is nothing we can do about this. The Windows OS itself has a limit of 10,000 graphics objects per process, and the editor needs at least one icon per object not including everything else a typical Windows app needs, which is probably pushing you over the limit. Addressing this would require fundamentally rearchitecting the editor. This work is being done for C3, but it is too late for C2. I am shocked that anyone would ever run in to this limit anyway, since that is a truly extraordinary number of images to be using. All you can do is try to reduce the number of images used, or one other workaround is to export your project every time you want to test it, which applies spritesheeting and reduces the number of images.


I thought for a while, until there is a development - get rid of extra animation frames, leaving only what is necessary to test the number of frames
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