SCALYTANK'S PROFILE
Scalytank
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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...)
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...)
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Which style do you prefer
We have storyline, plot, and ideas for both styles. If an npc joins the player, that will happen in both setup.
But the question was, thas which style do "you" prefer.
Like if you see a fallout 1,2 like game and you say " this looks great, i'm gonna try this", " im gonna ignore this because i think its boring "...
But the question was, thas which style do "you" prefer.
Like if you see a fallout 1,2 like game and you say " this looks great, i'm gonna try this", " im gonna ignore this because i think its boring "...
The Screenshot Topic Returns
Which style do you prefer
About the second one: You would not be able to mash the attack button, because it will be more like a fallout like combat, instead of final fantasy. Its more like a tactical one, which takes place on the map. ^^
Hello, Everyone!
ika engine - Editor
Currently, only two layers are rendered ingame. Now this is an interesting subject.
There are tiles, marked as upper, and lower. We wanted to create something different, than the default ika editor.
So, when you map in the editor, and put a bush, on the second layer, or the sixth layer, that bush will either be rendered under the player or below the player, depending on preset settings.
So for example, you floodfill a 25*25 map with grass tiles on the first layer. Then, you put some bushes and flowers on the second layer, (both are below the player).
And then you put a tree on the third layer (the tree is defined to be above the player, except its trunk)
Ingame this will result in looping throught the map when loading, from layer 1-6, and either append the tile to the ingame below layer, or upper layer, depending on settings (Ingame layers actually are stored like a two dimensional array, containing multiple tiles, like "tiles{5}{5} = {}")
Then, the rendering engine loops throught the visible part of that layer, and render the tiles stored in that node.
This will result in completely ignoring any "blank" tiles in the layer. We tested this engine, and its really fast now.
Also, we can "buffer" the below layer to an image, on map loading (If we use grabimage, the loading time for a 20*15 map, are 0,02seconds with buffering)
So with a pretty complex map, this map rendering runs at 1050 framerate currently, if we turn on buffering. Without buffering its around 600. Speed was an important factor for me ^^
There are tiles, marked as upper, and lower. We wanted to create something different, than the default ika editor.
So, when you map in the editor, and put a bush, on the second layer, or the sixth layer, that bush will either be rendered under the player or below the player, depending on preset settings.
So for example, you floodfill a 25*25 map with grass tiles on the first layer. Then, you put some bushes and flowers on the second layer, (both are below the player).
And then you put a tree on the third layer (the tree is defined to be above the player, except its trunk)
Ingame this will result in looping throught the map when loading, from layer 1-6, and either append the tile to the ingame below layer, or upper layer, depending on settings (Ingame layers actually are stored like a two dimensional array, containing multiple tiles, like "tiles{5}{5} = {}")
Then, the rendering engine loops throught the visible part of that layer, and render the tiles stored in that node.
This will result in completely ignoring any "blank" tiles in the layer. We tested this engine, and its really fast now.
Also, we can "buffer" the below layer to an image, on map loading (If we use grabimage, the loading time for a 20*15 map, are 0,02seconds with buffering)
So with a pretty complex map, this map rendering runs at 1050 framerate currently, if we turn on buffering. Without buffering its around 600. Speed was an important factor for me ^^
Which style do you prefer
Hello everyone!
This question will be about my game. I would like to hear some opinions about two styles of gameplay, to help me decide which one to use. The problem is, that i love each style equally.
My main focus in my game, will be the atmosphere, and the storyline, and exploration. I have these ideas, and i think that both can work out good. I really cannot decide this now...
I will talk about the combat system here, and about the movement system also.
1. The first style will utilize pixel-perfect movement, with keyboard. One will move in the game world, like in most rpg maker games, but in a pixel based fashion. I will also utilize real time combat, like Skyrim, sometimes with companions.
2. The other style is however, tile based. This will utilize gridlocked movement, with mouse (Very similar style to Fallout 1,2, Arcanum etc...), and a turn based combat, with action points.
Basically, both styles can be good, i just dont know which one to use. So i would be more than happy, to hear personal opinions about this ^^
This question will be about my game. I would like to hear some opinions about two styles of gameplay, to help me decide which one to use. The problem is, that i love each style equally.
My main focus in my game, will be the atmosphere, and the storyline, and exploration. I have these ideas, and i think that both can work out good. I really cannot decide this now...
I will talk about the combat system here, and about the movement system also.
1. The first style will utilize pixel-perfect movement, with keyboard. One will move in the game world, like in most rpg maker games, but in a pixel based fashion. I will also utilize real time combat, like Skyrim, sometimes with companions.
2. The other style is however, tile based. This will utilize gridlocked movement, with mouse (Very similar style to Fallout 1,2, Arcanum etc...), and a turn based combat, with action points.
Basically, both styles can be good, i just dont know which one to use. So i would be more than happy, to hear personal opinions about this ^^
The Screenshot Topic Returns
@FlyingJester
I think, that message box thing looks good, and I neither have any problems with the font... maybe do away with those borders, and add some contrast. But thats not top priority either.
Oh and about the zooming. I dont think its necessary. I like this birds eye view, reminds me of heroes of might and magic series ^^
I think, that message box thing looks good, and I neither have any problems with the font... maybe do away with those borders, and add some contrast. But thats not top priority either.
Oh and about the zooming. I dont think its necessary. I like this birds eye view, reminds me of heroes of might and magic series ^^
Adventures of Ladislau
ika engine - Editor
In fact, objects are designed to not be "heavy" on the engine. So, i will not merge them with characters, But, this is a really good idea.
Our games currently use 4 frame sprites, but the released editor will be redesigned, to use unlimited framed movement, And objects.
Objects are important, because, a chest, or a lever doesnt need to update its direction, speed, or check for jumping, or being moved. (this will cut down lag, when the user places too much events for like teleporting, those events dont need to move, or jump, :D)
Thank you for the feedback ^^ the "community version" Will use unlimited framed movement :)
Our games currently use 4 frame sprites, but the released editor will be redesigned, to use unlimited framed movement, And objects.
Objects are important, because, a chest, or a lever doesnt need to update its direction, speed, or check for jumping, or being moved. (this will cut down lag, when the user places too much events for like teleporting, those events dont need to move, or jump, :D)
Thank you for the feedback ^^ the "community version" Will use unlimited framed movement :)
Why rm2k3 is terrible for action games
I have tried blizz. You can do great things with that, but its not optimized (or it is, but there are too many features), and coded in rmxp... i was lagging a lot.
I had a custom system in rmxp in the past. The missiles used pixel perfect collision with the player. Melee attacks first check for an enemy in front of the player, and if the script couldnt find any, it also checks diagonally. This way, if the player is sorrounded, all the enemies can attack him. Also, we utilized fast tile movement, and good AI. It was lagging a lot, so we moved the project into ika. A few people tested that, and they didnt run into any issues, with " precision ". This is what i talked about in the first place, that one can make both system good, and both system bad.
Now, this is my opinion. Dont take this as an arguement. Just personal preference, and experience.
I had a custom system in rmxp in the past. The missiles used pixel perfect collision with the player. Melee attacks first check for an enemy in front of the player, and if the script couldnt find any, it also checks diagonally. This way, if the player is sorrounded, all the enemies can attack him. Also, we utilized fast tile movement, and good AI. It was lagging a lot, so we moved the project into ika. A few people tested that, and they didnt run into any issues, with " precision ". This is what i talked about in the first place, that one can make both system good, and both system bad.
Now, this is my opinion. Dont take this as an arguement. Just personal preference, and experience.













