SCALYTANK'S PROFILE
Scalytank
462
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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What are your System specs?
I couldn't find any recent topic about this, so i decided to start one ^^
This information should help people optimize their games, and im also curious :)
My current specs:
Processor: amd athlon - dual core, 2.3 ghz
Graphics: nvdidia geforce 8600 gt
Ram : 2 gb DDR2
Hard disc: 240 gb
So... post yours here :D
This information should help people optimize their games, and im also curious :)
My current specs:
Processor: amd athlon - dual core, 2.3 ghz
Graphics: nvdidia geforce 8600 gt
Ram : 2 gb DDR2
Hard disc: 240 gb
So... post yours here :D
ika engine - Editor
Just a bit update on this:
I currently work a lot on this editor. Today I finished the first step:
- A simple database, for editing obstructions, and tile data, and tile animations.
Its fully functional now, and can save, and edit unlimited presets.
I also added a new UI to edit categories. (maps will be stored in categories, like "Forest1" will hold all the maps associated with that place)
Currently i work on the event editor now. You can add two types of events here:
- Characters: Will hold several spritesets (like in rpg maker), but you can actually define how many positions that character will have (like attacking, and such), they can also run any event commands.
- Objects: Immobile objects, such as levers, chests, with unlimited frames for animations. These can also run any event commands, but cannot move, or turn around (but can animate in more than four frames).
I currently work a lot on this editor. Today I finished the first step:
- A simple database, for editing obstructions, and tile data, and tile animations.
Its fully functional now, and can save, and edit unlimited presets.
I also added a new UI to edit categories. (maps will be stored in categories, like "Forest1" will hold all the maps associated with that place)
Currently i work on the event editor now. You can add two types of events here:
- Characters: Will hold several spritesets (like in rpg maker), but you can actually define how many positions that character will have (like attacking, and such), they can also run any event commands.
- Objects: Immobile objects, such as levers, chests, with unlimited frames for animations. These can also run any event commands, but cannot move, or turn around (but can animate in more than four frames).
Hi
ika
This is a permament link. The sourceforge page for ika is dead ( at least the forums... maybe there is still a download on sf for ika, but this link i posted is reliable as well)
Edit: Actually i found the project on sourceforge.
http://sourceforge.net/projects/ika/files/ika/0.63/
the older versions are here too ^^
Edit: Actually i found the project on sourceforge.
http://sourceforge.net/projects/ika/files/ika/0.63/
the older versions are here too ^^
Screenshot5.png
Oh well, might as well write something
Real Time Battle
Maybe my expectations are too high. I aggre that this IS a design choice. BUT i was talking about a case, where the design would be a battle system, similarly complex to what we see in elder scrolls, for example. So he either forced, to make something simpler, or cannot do it al all.. so this explains why there are like no games around here with systems like that...
Now, i dont say, that an abs without these high level scripts cannot beat those turn based ones. Personally, i have much more fun with ill will's battle system, than i had with skyrim :-D
I was just simply talking about the fact, that abses are more complex things, and a complex one is not meant to run in RM. (If he designs that way, he is a bad designer)
And one more thing.... i know that there are plenty of abs scripts out there. But i have helped a few people in the past. Some of them was a newbie... a lot of people dont know how to use blizz abs correctly, or xas... so this design choice becomes a skill choice once again. Maybe not every time, but they people cant do that... or maybe i met a lot of fail people :-D
The reason why i say these things:
I had a bad designer a while ago. He forced me to make the AI help eachother, solve mazes, summon elementals, and many enemy had some special skill, like bouncing missiles and such... we failed, because past 10 enemies, the lag was pretty high. The few months later i ported the same battle to a non RM engine, and we got 270 framerate with the exact same thing + the ability for the AI to travel between maps. This is the MAIN reason i say, that RM is not designed for that much thing. It was made for final fantasy like games in mind. Or simple abses. (But again, i dont say that one is more fun than the other... note my case with a commercial action game, and an RM one)
I currently work on two projects now. One will use abs, but not that complex one i wrote above. The other however will use turn based. This was our design choice, so i pretty much agree with the above posts :-)
Now, i dont say, that an abs without these high level scripts cannot beat those turn based ones. Personally, i have much more fun with ill will's battle system, than i had with skyrim :-D
I was just simply talking about the fact, that abses are more complex things, and a complex one is not meant to run in RM. (If he designs that way, he is a bad designer)
And one more thing.... i know that there are plenty of abs scripts out there. But i have helped a few people in the past. Some of them was a newbie... a lot of people dont know how to use blizz abs correctly, or xas... so this design choice becomes a skill choice once again. Maybe not every time, but they people cant do that... or maybe i met a lot of fail people :-D
The reason why i say these things:
I had a bad designer a while ago. He forced me to make the AI help eachother, solve mazes, summon elementals, and many enemy had some special skill, like bouncing missiles and such... we failed, because past 10 enemies, the lag was pretty high. The few months later i ported the same battle to a non RM engine, and we got 270 framerate with the exact same thing + the ability for the AI to travel between maps. This is the MAIN reason i say, that RM is not designed for that much thing. It was made for final fantasy like games in mind. Or simple abses. (But again, i dont say that one is more fun than the other... note my case with a commercial action game, and an RM one)
I currently work on two projects now. One will use abs, but not that complex one i wrote above. The other however will use turn based. This was our design choice, so i pretty much agree with the above posts :-)
Real Time Battle
True... but then again, who can make That battle run at 40 framerate, without choppyness can make much greater things outside of RPG maker ^^













