Arcadia Fighters

Rising Thunder [El juego 2D de los robots]

Subforo dedicado al resto de fighting games que no tengan uno propio.

Re: Rising Thunder [El juego 2D de los robots]

Notapor ByR » Mié Ago 19, 2015 8:44 pm

Han metido nuevo parche, no hay notas pero parece que edge tiene otro movimiento, y ahora los legend pueden ver su rank, algo parecido al hearthstone:
EDIT: http://risingthunder.com/2015/08/19/pat ... uild-1292/
Imagen
ByR
Bottom Tier
 
Mensajes: 357
Registrado: Vie Jun 10, 2011 9:37 am
Steam ID: ByR

Re: Rising Thunder [El juego 2D de los robots]

Notapor Tek » Mié Ago 19, 2015 10:17 pm

El parche bastante gordo, cambiaron desde los menús hasta las las barras de cancel y super.
Me flipa que el movimiento nuevo de Edge sea el S1.3, es el primer personaje con 3 variantes del mismo movimiento
Imagen
Avatar de Usuario
Tek
Broken
 
Mensajes: 7123
Registrado: Jue May 24, 2012 9:26 am

Re: Rising Thunder [El juego 2D de los robots]

Notapor GalvanTDB » Mié Ago 19, 2015 10:28 pm

Patch Notes:

System Changes
* Legend tier players will now see their ranking among all players.
* The UI will now display both Kinetic and Overdrive meters for both players.
Performance
* AMD processors should no longer have extreme FPS drops when dealing with audio.
* UI platform has been integrated with the Unreal renderer, clearing up some cases of UI flickering, UI not updating, and UI that never appears.
Dauntless
* S1v2 punch recovery has been reduced by 1 frame, making it (just barely) safe on block.
Edge
* New S1 variant! Tranquil Thunder allows Edge to charge up his sword and Kinetic/Overdrive meters without hitting the opponent.
* S3 overhead is no longer cancelable into Overdrive.
Vlad
* New S1 variant! Revolutionary Rocket calls down a missile strike from the sky. Vlad decides the timing in advance, but that information is hidden from the opponent.
* Vlad’s Overdrive now destroys all his projectiles when it connects, so they can no longer knock opponents away from the remaining Overdrive hits.
* Vlad’s hover meter now refills between rounds, and disappears properly when full.
* Vlad’s Sputnik Torpedo cancel window has been standardized to match other projectile specials.
Bug Fixes
* Fixed a bug that allowed throws to be performed while holding Down+Back.
* Fixed various bugs caused by projectiles connecting on the same frame as throw attempts, causing characters to become attached or warp away.
* Fixed a bug that prevented Crow’s c.H disc from following his hand properly.
* Fixed an issue that caused certain items, such as Edge’s sword and sheath, to flip the wrong way at the end of a round.
* Standardized Edge’s reaction to Vlad’s forward throw, to make him fall at the same rate as everyone else.
Visual Improvements
* Edge’s model is now textured! Who will be next?
* Round icons have been added to the in-match HUD.
* Overdrive meter moved from below the lifebars to the bottom of the screen.
* Slight pose improvement for Edge’s F+M.
* Slight pose improvement for Talos’ uncharged Meteor Breaker.
* Talos’ Meteor Slam and Meteor Breaker whiff animations have been shortened slightly to better convey their true recovery frames.
* Zib has a new small flag.
Audio Improvements
* Cooldown refresh sounds no longer play after KO.
Note: We consider the new Vlad variant to be a highly experimental move. As you’ve already seen, we’re doing a lot of fine tuning during our Alpha test, but we’re also excited to try out some new things that you might not have seen before.
This move may be too weak, or it may be too strong, but we need your help to figure out its possibilities and limits. We hope you’ll enjoy the chance to have some fun together and try new things!
As always, your feedback is not simply appreciated, it literally makes it possible for us to make the game its bestSystem Changes
* Legend tier players will now see their ranking among all players.
* The UI will now display both Kinetic and Overdrive meters for both players.
Performance
* AMD processors should no longer have extreme FPS drops when dealing with audio.
* UI platform has been integrated with the Unreal renderer, clearing up some cases of UI flickering, UI not updating, and UI that never appears.
Dauntless
* S1v2 punch recovery has been reduced by 1 frame, making it (just barely) safe on block.
Edge
* New S1 variant! Tranquil Thunder allows Edge to charge up his sword and Kinetic/Overdrive meters without hitting the opponent.
* S3 overhead is no longer cancelable into Overdrive.
Vlad
* New S1 variant! Revolutionary Rocket calls down a missile strike from the sky. Vlad decides the timing in advance, but that information is hidden from the opponent.
* Vlad’s Overdrive now destroys all his projectiles when it connects, so they can no longer knock opponents away from the remaining Overdrive hits.
* Vlad’s hover meter now refills between rounds, and disappears properly when full.
* Vlad’s Sputnik Torpedo cancel window has been standardized to match other projectile specials.
Bug Fixes
* Fixed a bug that allowed throws to be performed while holding Down+Back.
* Fixed various bugs caused by projectiles connecting on the same frame as throw attempts, causing characters to become attached or warp away.
* Fixed a bug that prevented Crow’s c.H disc from following his hand properly.
* Fixed an issue that caused certain items, such as Edge’s sword and sheath, to flip the wrong way at the end of a round.
* Standardized Edge’s reaction to Vlad’s forward throw, to make him fall at the same rate as everyone else.
Visual Improvements
* Edge’s model is now textured! Who will be next?
* Round icons have been added to the in-match HUD.
* Overdrive meter moved from below the lifebars to the bottom of the screen.
* Slight pose improvement for Edge’s F+M.
* Slight pose improvement for Talos’ uncharged Meteor Breaker.
* Talos’ Meteor Slam and Meteor Breaker whiff animations have been shortened slightly to better convey their true recovery frames.
* Zib has a new small flag.
Audio Improvements
* Cooldown refresh sounds no longer play after KO.
Note: We consider the new Vlad variant to be a highly experimental move. As you’ve already seen, we’re doing a lot of fine tuning during our Alpha test, but we’re also excited to try out some new things that you might not have seen before.
This move may be too weak, or it may be too strong, but we need your help to figure out its possibilities and limits. We hope you’ll enjoy the chance to have some fun together and try new things!
As always, your feedback is not simply appreciated, it literally makes it possible for us to make the game its best
Imagen
Avatar de Usuario
GalvanTDB
Ivan Ooze Tier
 
Mensajes: 4809
Registrado: Lun Mar 04, 2013 4:20 am
Ubicación: Tarraco
PSNID: Galvantdb
Steam ID: Galvantdb

Re: Rising Thunder [El juego 2D de los robots]

Notapor Tek » Mié Ago 19, 2015 10:44 pm

El bajón de rendimiento es horroroso
Imagen
Avatar de Usuario
Tek
Broken
 
Mensajes: 7123
Registrado: Jue May 24, 2012 9:26 am

Re: Rising Thunder [El juego 2D de los robots]

Notapor putozeros » Mié Ago 19, 2015 10:54 pm

Tek escribió:El bajón de rendimiento es horroroso


Totalmente, antes me iba a 60fps fijos y ahora si llega a 55 todo lo más.

Por cierto, no sé si a más gente le pasa, pero el juego me reconoce el stick cuando le da la gana. Es decir, unos días si, otros no, no lo entiendo. El stick va perfecto con otros juegos y en la xbox/ps3 también. Luego el pad de xbox lo pilla al instante.

No entiendo nada, halluda shurmanikos!
Defínicinición de VERGÜENZA: Dadle a la bolita del mundo bajo mi perfil.


Con lo fácil que es llorar de que mi muñeco es low, y yo tratando de aprender...
Avatar de Usuario
putozeros
Random Master
 
Mensajes: 5747
Registrado: Sab Feb 11, 2012 10:49 pm
Ubicación: Granada
CFN: MF-Putes
Steam ID: blankazeros

Re: Rising Thunder [El juego 2D de los robots]

Notapor GalvanTDB » Vie Ago 21, 2015 4:58 pm

La textura nueva de Edge mola al menos aunque el rendimiento se resienta considerablemente.

Combos y setups con el nuevo especial de Vlad:



Edit:

Un glitch gracioso con post KO y KD:

Imagen
Avatar de Usuario
GalvanTDB
Ivan Ooze Tier
 
Mensajes: 4809
Registrado: Lun Mar 04, 2013 4:20 am
Ubicación: Tarraco
PSNID: Galvantdb
Steam ID: Galvantdb

Re: Rising Thunder [El juego 2D de los robots]

Notapor GalvanTDB » Sab Ago 22, 2015 11:17 am

Parche 1301:

Performance:
- Graphics settings tweaked to improve performance

Bug fixes:
- Effects should show up again on computers set to low and medium
- Win icon for overdrives has been changed
- Buttons on high resolution displays (over 1920x1080) should no longer flicker



Una cosa que no han comentado en ningún lado, es que de algún modo han conseguido inhabilitar desde hace 2 parches el poder hacer capturas de pantallas con programas como Fraps o Bandicam.
Imagen
Avatar de Usuario
GalvanTDB
Ivan Ooze Tier
 
Mensajes: 4809
Registrado: Lun Mar 04, 2013 4:20 am
Ubicación: Tarraco
PSNID: Galvantdb
Steam ID: Galvantdb

Re: Rising Thunder [El juego 2D de los robots]

Notapor ByR » Sab Ago 22, 2015 11:32 am

Hacer capturas en este juego es coplicado, a mi me cuesta 2 o 3 intentos xD
ByR
Bottom Tier
 
Mensajes: 357
Registrado: Vie Jun 10, 2011 9:37 am
Steam ID: ByR

Re: Rising Thunder [El juego 2D de los robots]

Notapor GalvanTDB » Sab Ago 22, 2015 11:35 am

Con Bandicam era solo apretar un botón, ahora al hacer captura solo reconoce la ventanita del launcher como el juego, y solo hace capturas de eso. La opción la quitaron como digo hace unos parches, porque se podía añadir el juego a la biblioteca de Steam y desde ahí lanzarlo aprovechando las funciones de éste, como hacer capturas, el steam overlay y demás. Una pena, no estaría mal que lo implementasen de nuevo.

Edit:

framedata que un tío está sacando como puede, a base de mucho trabajo. Obviamente no es 100% fiable:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Imagen
Avatar de Usuario
GalvanTDB
Ivan Ooze Tier
 
Mensajes: 4809
Registrado: Lun Mar 04, 2013 4:20 am
Ubicación: Tarraco
PSNID: Galvantdb
Steam ID: Galvantdb

Re: Rising Thunder [El juego 2D de los robots]

Notapor GalvanTDB » Mié Ago 26, 2015 2:23 pm

Patch 1312:

Chel
New S3 variant! Soaring Wind opens up new juggle opportunities, especially after Chel’s Crush Breeze.
Slightly reduced horizontal ranges of c.H, Crush Breeze, and Spiral Eclipse.
Slightly lowered damage inflicted by far s.H, F+H, Crush Breeze, Dancing Wind, and Stinging Wind.
Increased Spiral Eclipse recovery by 2 frames.
Expanded F+M hurt-boxes downward just enough to get hit by common mid-height attacks.
Crush Breeze and Spiral Eclipse now inflict reduced damage and stun after their 3rd active frames.
Simplified Night Sun cooldowns to 1.5 seconds across all speeds (previously 1 second for fast version, 1.25 for medium, and 1.5 for slow).
These updates are intended to soften Chel’s effectiveness at the beginner level, with relatively minimal impact on her play style at higher tiers. Her core gameplan should remain mostly unchanged. She just needs a few more clean hits to win!
chel_s3v3

Talos
New S2 variant! Titan Wreck becomes armored immediately, but cannot be charged or kinetic-canceled like Titan Smash.
Standardized Titan Smash reactions for all characters, so follow-up juggles should behave more consistently.
Pose and camera movement improvements for Talos’ Titan Smash, along with slightly quicker recovery after a successful grab.
talos_s2v2

Vlad
Revolutionary Rocket now deals block damage properly.
Revolutionary Rocket no longer pushes Vlad away from cornered blocking opponents.
Air Revolutionary Rocket no longer fails to spawn the target when landing just before it fires.
Zib got fleas.

Bug Fixes
Characters land on the correct side of the opponent more consistently after cross-ups.
Edge’s Overdrive no longer resets the combo count if it connects on the frame the victim hits the ground.
Standardized Dauntless’ reaction to her own forward throw, so she no longer has unusual combos limited to mirror matches only.

Visual Improvements
Pose improvements for Talos’ Overdrive startup.
Pose improvements for Dauntless’ landing roll.
Edge upgraded his sword’s tech.
Imagen
Avatar de Usuario
GalvanTDB
Ivan Ooze Tier
 
Mensajes: 4809
Registrado: Lun Mar 04, 2013 4:20 am
Ubicación: Tarraco
PSNID: Galvantdb
Steam ID: Galvantdb

Re: Rising Thunder [El juego 2D de los robots]

Notapor putozeros » Vie Ago 28, 2015 7:43 pm

Finalmente he decidido desinstalar este juego. No me convence para nada su sistema de control, y para colmo, no me reconoce el stick casi nunca (hay veces que en mitad de la partida se desconecta solo, lol).

No requiere casi skill para hacer combos y los quecos no molan. No me convence para nada la manera que tienen de moverse por el escenario y en ocasiones, se premia demasiado el estar sentado en una esquina aguantando (al no haber techeos propiamente dichos, no hay una manera efectiva de sacar daño real en footsies. Cosa que, bueno, no existe en este juego porque los quecos se mueven LENTÍSIMOS).

En fin, decepcionante en mi opinión.
Defínicinición de VERGÜENZA: Dadle a la bolita del mundo bajo mi perfil.


Con lo fácil que es llorar de que mi muñeco es low, y yo tratando de aprender...
Avatar de Usuario
putozeros
Random Master
 
Mensajes: 5747
Registrado: Sab Feb 11, 2012 10:49 pm
Ubicación: Granada
CFN: MF-Putes
Steam ID: blankazeros

Re: Rising Thunder [El juego 2D de los robots]

Notapor GalvanTDB » Mar Sep 01, 2015 11:32 pm

Parche 1330

System Changes
* Armor damage rules have been overhauled to provide more interesting gameplay in low-health situations.
* While armored, block damage from special moves is now taken up front, with remaining damage applied as non-lethal recoverable health.
* Armor damage now recovers 50% faster, after a slight delay.
* Throws don’t negate recoverable health until they inflict damage, so escaping throws now preserves recoverable health.
Performance
* The pre-match loading bar should no longer stall out for long periods of time. There can still be a slight pause of up to 30 seconds on some low end computers, but we are looking into further enhancements to this system.
* The load progress of the other player is now displayed.
* We’ve made a couple changes that should improve performance on machines across the board.
* While it isn’t significant enough to lower our minimum specs, we are noticing fewer frame drops on our low-end test machines.
* High-end machines which currently get 60fps with occasional drops should more consistently hit 60fps.
Chel
* Increased Soaring Wind base damage from 100 to 120, and reduced cooldown from 7 seconds to 6 seconds.
* Adjusted Soaring Wind juggle properties to ensure that all three hits connect after the first hit (in most cases), but removed the guaranteed follow-up after the wall bounce.
* This is an experimental change.
Dauntless
* New S2 variant! Piston Tremor is a bit slower than Dust Breaker, but stays invincible longer and deals more damage – especially when charged.
Edge
* Tranquil Thunder now gains meter without requiring full sword charge.
* This is an experimental change.
Talos
* Reduced Meteor Slam active frames from 3 to 2, shortened range slightly, and increased whiff recovery by 3 frames.
* Reduced Titan Wreck active frames from 5 to 3, shortened range slightly, and increased whiff recovery by 3 frames.
* Fixed a bug that allowed Talos to escape ground throws during Titan Smash and Titan Wreck active frames.
Vlad
* Air Sputnik Missile now deals block damage properly.
* Reduced startup of c.M by 1 frame.
* After days in his lab, Zib successfully created a zero point energy collar to eradicate fleas once and for all.
Visual Improvements
* Slight pose and positioning improvements for air flip and wall bounce reactions.
* Slight pose improvement for Talos’ Titan Wreck.
Imagen
Avatar de Usuario
GalvanTDB
Ivan Ooze Tier
 
Mensajes: 4809
Registrado: Lun Mar 04, 2013 4:20 am
Ubicación: Tarraco
PSNID: Galvantdb
Steam ID: Galvantdb

Re: Rising Thunder [El juego 2D de los robots]

Notapor Shamash-Nui » Mar Sep 08, 2015 9:45 pm

Estoy probando el alpha y me esta gustando bastante, me quedo con el robot gordo, por tener misiles y ser ruso , lo que lo veo como un mojon en comparacion con los flaquetes ¿Es mi impresion o es malo de verdad?
Imagen
Avatar de Usuario
Shamash-Nui
Maestro Ballenero
 
Mensajes: 6395
Registrado: Jue Jul 05, 2012 11:48 pm
Ubicación: Sevilla
CFN: FateTenguGear
PSNID: Kanohi-Nui
Steam ID: Kopaka-Nui

Re: Rising Thunder [El juego 2D de los robots]

Notapor Ralf » Mar Sep 08, 2015 11:11 pm

Shamash.phi escribió:Estoy probando el alpha y me esta gustando bastante, me quedo con el robot gordo, por tener misiles y ser ruso , lo que lo veo como un mojon en comparacion con los flaquetes ¿Es mi impresion o es malo de verdad?


Ten en cuenta que los misiles lo mismo puedes lanzarlos desde el aire que en tierra, tiene un anti-air (A mi juicio) muy bueno, pokea bien y en las cortas distancias es muy peligroso. ¿Malo? Yo no me atrevería a decirlo, en buenas manos puede ser una pesadilla, además, es mucho más rápido de lo que pueda parecer y también puedes controlar el tiempo de vuelo que tiene, mientras que el resto, saltan y ya.

Si te gusta dale duro, además, el tipo es bastante simpaticón.
Que el viento sople...
Avatar de Usuario
Ralf
High Tier
 
Mensajes: 1412
Registrado: Mar Jun 28, 2011 1:31 am
Steam ID: ralf_sagitario

Re: Rising Thunder [El juego 2D de los robots]

Notapor Tek » Mar Sep 08, 2015 11:24 pm

Nuevo parche que implementa las partidas privadas

Game Modes

Custom Matches are live!
Players can now play unranked matches directly with friends.
Simply click Custom Match to create a game lobby, then give the Lobby Code to your friends so they can join! (Currently only two players can join a lobby.)
Dev Notes: This is an early alpha implementation of the lobby system. We wanted to get it up and running as quickly as possible to enable matches with friends. More features are on the way!

System Changes

Kinetic Advance forward dash no longer enables attacks 2 frames before blocking is enabled.
Most invincible specials are now -4 or -5 on block after Kinetic Advance forward dash.
This change should have relatively minimal impact on Kinetic Advance juggle combos, but may affect certain ground combos.
Dev Notes: Kinetic Advance forward dash can still make invincible moves safe on block, by the slimmest possible margin. However, doing so should surrender initiative to the opponent. This was always our intention, but it became apparent that -2 or -3 wasn’t enough of a frame disadvantage to shift momentum. Now the defender’s first action after blocking should easily win out, and the dasher has to respond – with their invincible special on cooldown.

Crow

Dev Notes: We know people have been requesting Crow updates. He’ll be getting some next week!

Edge

New S2 variant! Reckless Lightning has more horizontal range than Judgement, but less vertical coverage.
Dev Notes: Reckless Lightning can be powered up using Edge’s S1 attacks. It stays on the ground until the ender, which leads to some new Kinetic Advance combos without requiring full sword charge.
Judgement’s horizontal range has been reduced slightly, to further differentiate its role from Reckless Lightning.
Dev Notes: Judgement still has the longest forward reach of any high-hitting invincible special, and it’s now more effective against crossups. Its old range simply covered too many bases without enough drawbacks.
Added an extra frame of hit stun and block stun to close s.H -> H and S3 overhead.
Dev Notes: These updates preserve some of Edge’s ground combos, after the system-wide changes to Kinetic Advance forward dash. As an added bonus, the change to close s.H -> H also opens up some new Tranquil Thunder combo possibilities.

edge_s2v2
Talos

F+H range has been reduced slightly.
Dev Notes: We’ve been scaling back the ranges of invincible and armored moves over the last few patches, and it’s Talos’ turn now. This update shouldn’t change the way he’s played up close, but should make it harder to use F+H from safe ranges.
Magnetic Buster’s initial hit stun and block stun have been increased by 2 frames.
Dev Notes: Canceling blocked Magnetic Buster into Meteor Breaker or Titan Smash now guarantees that Talos can become armored before he would be interrupted by a light attack. Charging is still risky because the opponent can choose to throw instead of using a light attack, but this change makes the guessing game more balanced.

Bug Fixes

The Launcher should now open when the Windows user account contains non-Latin characters.
Round end now correctly accounts for characters who only have recoverable health.
Characters become vulnerable immediately upon touching the ground after KO.
Adjusted Chel’s Dancing Wind air collision to restore close s.H follow-up consistency.
Hitting Edge during Judgement no longer causes strange launch trajectories.
Zib plans to mass-produce his ZPE anti-flea collar to make the world a safer place!

Visual Improvements

Improvements to the look and performance of the current level.
Dev Notes: Our first level is still a work-in-progress. There will be ongoing improvements and polish updates coming soon.
Slight pose improvements for Crow and Talos’ knockback reactions.
Slight motion improvements to Talos uncharged Titan Smash reactions.

Audio Improvements

Characters no longer yell multiple times due to delayed hits after losing a round.
Imagen
Avatar de Usuario
Tek
Broken
 
Mensajes: 7123
Registrado: Jue May 24, 2012 9:26 am

Re: Rising Thunder [El juego 2D de los robots]

Notapor Shamash-Nui » Jue Sep 17, 2015 11:57 pm

Al meter lobbys estoy pensando en hacer una liga de 1 dia, cuantos estariais interesados?

Ralf escribió:
Shamash.phi escribió:Estoy probando el alpha y me esta gustando bastante, me quedo con el robot gordo, por tener misiles y ser ruso , lo que lo veo como un mojon en comparacion con los flaquetes ¿Es mi impresion o es malo de verdad?


Ten en cuenta que los misiles lo mismo puedes lanzarlos desde el aire que en tierra, tiene un anti-air (A mi juicio) muy bueno, pokea bien y en las cortas distancias es muy peligroso. ¿Malo? Yo no me atrevería a decirlo, en buenas manos puede ser una pesadilla, además, es mucho más rápido de lo que pueda parecer y también puedes controlar el tiempo de vuelo que tiene, mientras que el resto, saltan y ya.

Si te gusta dale duro, además, el tipo es bastante simpaticón.


Ok gracias!
Imagen
Avatar de Usuario
Shamash-Nui
Maestro Ballenero
 
Mensajes: 6395
Registrado: Jue Jul 05, 2012 11:48 pm
Ubicación: Sevilla
CFN: FateTenguGear
PSNID: Kanohi-Nui
Steam ID: Kopaka-Nui

Re: Rising Thunder [El juego 2D de los robots]

Notapor DarylARG » Mié Dic 30, 2015 2:28 pm

Buenas, ya no juega nadie a esté juego?

Lo vengo jugando desde el día que salió la alpha y me gusta la idea que estan desarrollando, al no tener que pensar tanto en los controles te deja totalmente liberado para estudiar al rival y reaccionar o elegir mejor los movimientos. A mí me resulta muy didactico ya que aprendí bastante en estos meses que lo jugue.

A SFIV lo agarre muy tarde, me encontré con miles de términos que no sabía que significaban, con técnicas que aun al día de hoy no logre explotar como las option selects (que no me gustan para nada, me parecen más un error que tecnología), etc.

De repente en esté juego entendí mejor lo que era un cross up y, más importante, aprendí a defenderme de ellos. Aprendí a manejar mejor el espacio, a combear con más facilidad y buscar el mayor daño posible en el training, aprendí a usar mejor las barras, a cancelar mejor, a manejar mejor los tiempos de la pelea, a estudiar los matchups.

Más allá de que salga SFV,que es el juego más esperado, tengo el deseo de que a Rising Thunder le vaya bien, puede ser una muy buena puerta de entrada para los que quieren a aprender a jugar estos juegos.

Ultimamente me está costando bastante más encontrar partidas y por eso lo estoy jugando menos. Llegue con Chel a Legend en 2 cuentas y ahora estoy usando un poco a Edge y Dauntless.

No sé si podremos jugar porque ustedes estan en España y yo en Argentina pero podríamos probar que tal va.

Saludos!
DarylARG
Bottom Tier
 
Mensajes: 24
Registrado: Mar Dic 22, 2015 3:33 pm

Re: Rising Thunder [El juego 2D de los robots]

Notapor Letal E. Vork » Mar Mar 08, 2016 11:05 pm

Rising Thunder cancelado al menos de MOMENTO gracias a riot games. El equipo que desarrollaba el juego ahora pasara a estar en otro projecto, mas info aqui.
Español: http://www.24horas.cl/tendencias/tecnol ... as-1954767
Fuente oficial: http://www.radiant-entertainment.com/
Imagen
Imagen
Avatar de Usuario
Letal E. Vork
Bottom Tier
 
Mensajes: 18
Registrado: Mar Ene 05, 2016 5:09 am
Steam ID: MP

Re: Rising Thunder [El juego 2D de los robots]

Notapor DarylARG » Mié Mar 09, 2016 1:00 am

Ojala no se quede en nada el RT... siendo alpha termino siendo mi juego preferido en los últimos meses :(
DarylARG
Bottom Tier
 
Mensajes: 24
Registrado: Mar Dic 22, 2015 3:33 pm

Anterior

Volver a Otros Fighting Games

  • ¿Quién está conectado?

    Usuarios navegando por este Foro: No hay usuarios registrados visitando el Foro y 1 invitado