SCALYTANK'S PROFILE

Greetings!

I'm Scalytank, a game developer from Hungary. I'm highly skilled procrastinator. I also try and work on some projects in libgdx when I find my inner strength for them :D I also like rpg and tactical games... (I may create one, in the distant future... or not...)
Never Been
A story based adventure game about a peaceful world and the darkness beyond.

Search

Filter

I'm done

author=lonestarluigi
re starting this project over so many times within 2 years. I'v re started this like 8-10 times over those 2 years.

It's the same for me (and a few people around me who develop games), only I started my (main) project like, back in 2007-8 and re started it over 15 times now, and counting :D

Don't give up!

V2 out now!

I have sent you the demo. If you have any questions, feel free to ask them. :)

V2 out now!

Great news!

By the way, my old ABS project in rpg maker XP used a custom pathfinding script I made. It was lag-free, because the pathfinding script did't run in one frame, instead it was spread out for a maximum of 3 seconds (120 frames)

The monster would use the built in approach when he has no Path to follow, request a Path eventually, and follow that. The path only gets reseted, when he is close enough (visible on the screen), so the pathfinder wont always run (saving performance), and the player won't notice that.

Now, I just need to find that project, and try implement the script, if you are interested :D

Edit:
I found it!

Edit2:

I implemented the script, it finds the path, and generates absolutely no lag. If you are insterested, I will upload it somewhere.

Dat Water Flowing

"The server is going to have to do this, but with zones and chunks you can get it down to about 67,108,864 which is still pretty intense"

How many chunks are 67,108,864 water blocks? for how many active players? Is it really necessary to update so much chunks? I doubt that minecraft, or any other game like this does the bruteforce method.

I would just go about updating 25 chunks per player.

O O O O O
O O O O O
O O X O O
O O O O O
O O O O O

Yes, this would prevent water flowing in really long channels... But for example, in minecraft, when you dig that channel, water will flow throught as you dig, so if the channel is more than 5 chunks in length, that will still update, while the player travels that distance, to actually dig the channel. :D I hope this makes sense...

Alignment Meter Removed, Casino Added

My first game idea was about this good/bad thing. I soon scrapped the idea too ^^ So i agree with the change.

btw, this casino thing looks interesting :)
Pages: 1