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 you jamming to?
I like orchestral and fantasy music, especially when i write, or work on my game :D
This is my favourite from Jo Blankenburg, and i listen to this right now ^^
This is my favourite from Jo Blankenburg, and i listen to this right now ^^
So many game ideas, so little time...and skill. :(
I had a hard time because of the last reason :D But then, one of my friends always motivated me to go on, and now i have the skill... at least that one :D
ika engine - Editor
author=Overload
I heard that ika was an unfinished engine. Maybe I heard wrong?
This is true, and false.
ika has an unfinished editor, map, and entity system, this is true. But ika also has script commands, for drawing images the way you want, playing sounds, music, and more. Pretty much everything a complete game engine needs.
I use a custom entity (events, objects, npc) system, and a custom map system, and this editor. So pretty much, with this editor, and a default scripts pack, ika will be a finished engine in a short time (and a really powerful one, regarding performance)
ika engine - Editor
Defender of Alefguard, I need game testers and feedback
Scalytank here!
I am a hungarian game developer from Serbia.
Me, and my girlfriend both work on our projects in ika game engine.
I am a rather experienced scripter in both Python, and Ruby, and i know some pixelart (thus i will make my own sprites for my game also ^^... at least thats the plan)
My current work is my game, Xira, and a full featured editor for ika. I often like to review some games ^^
so well... Hello Everyone! ^^
Me, and my girlfriend both work on our projects in ika game engine.
I am a rather experienced scripter in both Python, and Ruby, and i know some pixelart (thus i will make my own sprites for my game also ^^... at least thats the plan)
My current work is my game, Xira, and a full featured editor for ika. I often like to review some games ^^
so well... Hello Everyone! ^^
ika engine - Editor
Hello everyone!
I don't know if this is the right place to post these kind of topics, but sorry if this is the wrong.
Why ika?
Its open source, so free, as this editor
Has hardware acceleration, thus blazing performace
Python scripting is considered more faster than rgss (and JIT compiler is present for it)
Me, and my girlfriend both develop our games in the ika engine. We found hard, to map on the default IkaMap editor, (and even in the new iked... it was incomplete... and i didnt have the time, to look into it...), so I decided to write a full featured new editor for our games, in ika itself. This editor is only half complete yet, but I Will definitely finish this.
In its current state of the editor, it supports:
- Unlimited sized maps
- Up to six layers*
- Autotiling
- 320x1920 tileset, with 40x40 tiles, and 8 autotiles per map, stored in Presets (like in rpg maker XP)
- Storing maps in predefined categories
- Pencil tool (capable of holding unlimited tiles, for drawing, like bigger trees), Rectangle tool, and Flood fill.
- Undo function, supporting up to 200 undo's
*(but the default, and the recommended is 3, for performance reasons.. however with todays hardware, i say, that 6 is possible. But then there are low budget laptops, and such... so...)
Future updates:
- A simple database, for editing obstructions, and tile data, and tile animations
- Full featured event editor, so no programming is needed for making games.(But the game scripts can be edited, if the developer knows to script in python)
- Map preview, zooming out, adding ambient colours, to preview how will that look ingame.
Planned features: (these will take place, after releasing the editor)
- A full featured database edit, for items, and enemies (equipment, combat, and statuses)
- the use of multiple Presets for one map
- Performance patches (currently the editor runs at 210 framerate on my 4 year old desktop pc, but i have ideas how to raise this further.)
Some screenshots from the current state of the editor:
Load map screen:

Map editor screen:

New map screen:

I don't know if this is the right place to post these kind of topics, but sorry if this is the wrong.
Why ika?
Its open source, so free, as this editor
Has hardware acceleration, thus blazing performace
Python scripting is considered more faster than rgss (and JIT compiler is present for it)
Me, and my girlfriend both develop our games in the ika engine. We found hard, to map on the default IkaMap editor, (and even in the new iked... it was incomplete... and i didnt have the time, to look into it...), so I decided to write a full featured new editor for our games, in ika itself. This editor is only half complete yet, but I Will definitely finish this.
In its current state of the editor, it supports:
- Unlimited sized maps
- Up to six layers*
- Autotiling
- 320x1920 tileset, with 40x40 tiles, and 8 autotiles per map, stored in Presets (like in rpg maker XP)
- Storing maps in predefined categories
- Pencil tool (capable of holding unlimited tiles, for drawing, like bigger trees), Rectangle tool, and Flood fill.
- Undo function, supporting up to 200 undo's
*(but the default, and the recommended is 3, for performance reasons.. however with todays hardware, i say, that 6 is possible. But then there are low budget laptops, and such... so...)
Future updates:
- A simple database, for editing obstructions, and tile data, and tile animations
- Full featured event editor, so no programming is needed for making games.(But the game scripts can be edited, if the developer knows to script in python)
- Map preview, zooming out, adding ambient colours, to preview how will that look ingame.
Planned features: (these will take place, after releasing the editor)
- A full featured database edit, for items, and enemies (equipment, combat, and statuses)
- the use of multiple Presets for one map
- Performance patches (currently the editor runs at 210 framerate on my 4 year old desktop pc, but i have ideas how to raise this further.)
Some screenshots from the current state of the editor:
Load map screen:

Map editor screen:

New map screen:














