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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Nothing matters
http://www.manyblessings.net/nothingmatters.html
An interesting read I found today. I am a fan of Alan Watts, so I really "like" this kind of philosophy, to read, or discuss.
I would like to hear your opinion about this...
PS: Sorry if this offends any of you, I really don't want to start a flame war over religion.
An interesting read I found today. I am a fan of Alan Watts, so I really "like" this kind of philosophy, to read, or discuss.
I would like to hear your opinion about this...
PS: Sorry if this offends any of you, I really don't want to start a flame war over religion.
dojobuster.png
Now, this was unexpected... I tought that the combat will be sidescrolling too, not just the exploration... :D
By the way, what does the Stink status do?
By the way, what does the Stink status do?
screen_heck.png
Everything in game has strong outline so far, so I don't think it's a problem... But what the hell is this place?
0.png
This is actually a filter to reduce color depth to 4 bit, and not jpeg :D This title was awesome in high res. This was an engine limitation... (yeah, we could just create a more simple title screen, directly in 256 colours, but we concentrated on mapping, and eventing more)
farm.png
author=Link_2112
but i can make my own fun, like working with curcuits to make switches and puzzles and a giant cube labyrinth. but it only works if the other ppl playing don't play it like mincraft and follow my made up rules. cause you could just tear down everything and go anywhere.
Take a look at this: http://www.minecraftwiki.net/wiki/Adventure
btw, I love farming in Minecraft. I also love designing farms, stacking up food, making automated farms, watching my crops grow in the sunset... :D Chasing away hostile monsters, making traps around farms... Also, on multiplayer, some servers have the feature where you can sell crops for money.
Some people love grinding, repetitive things. Sometimes there is no need for a deep meaning for every feature in game. Take a look at Diablo for example. The whole game is just a massive genocide :D Or WoW.. I was a WoW player, and I actually liked some quests where I could just kill X number of things. And I listen to music, talk to some friends, and turn off my mind.
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
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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...
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...
Counting Switches?
Use this version, if the switches you need to count are next to each other (like from 0 to 20)
Use this version, if the switches you need to count are NOT next to each other (like, switch 2, switch 17, switch 145 etc...)
IF you only want to turn on switches, not to count this, replace this line
with this
$game_variables[1] = 0 # Reset the value for id in 0..20 # change this value accordingly. $game_variables[1] += 1 if $game_switches[id] == true end desired_value = 8 # The number of switches you need, to advance variable 1000. $game_variables[1000] += 1 if $game_variables[1] >= desired_value
Use this version, if the switches you need to count are NOT next to each other (like, switch 2, switch 17, switch 145 etc...)
$game_variables[1] = 0 # Reset the value keys = [2,17,145] # List numbers like this for id in keys # this will loop throught the keys array $game_variables[1] += 1 if $game_switches[id] == true end desired_value = 2 # The number of switches you need, to advance variable 1000. $game_variables[1000] += 1 if $game_variables[1] >= desired_value
IF you only want to turn on switches, not to count this, replace this line
$game_variables[1000] += 1
$game_switches[1000] = true
Counting Switches?
Yeah I knew that, I just prefer the "python like syntax" :D sorry for that, you should definitely use the shortened version :)
Counting Switches?
http://www.ruby-doc.org/core-1.9.3/Range.html
Why do you need an array of id values, if you use Range to construct that array? wouldn't it be faster, cleaner, and more efficient to directly loop in range? I tested this code below in RGSS1 (If I am not mistaken, you also use this version (rpg maker XP))
If you need to check different ID values, you should just create that array manually. Constructing an array of range is just pointless.
The (0..3).to_a should give you an array with 4 elements, no floating numbers. So the "full" code should be this ( ONLY if you want to push additional values to the array. If you don't want this "feature", use the first approach I posted)
Edit: I dislike putting 0's before actual numbers, so the 1 in $game_variables does the same thing as 0001. Sorry if you already knew that ^^
Why do you need an array of id values, if you use Range to construct that array? wouldn't it be faster, cleaner, and more efficient to directly loop in range? I tested this code below in RGSS1 (If I am not mistaken, you also use this version (rpg maker XP))
for id in 0..3 # change this value accordingly. if $game_switches[id] == true # no need for triple zero. $game_variables[1] += 1 end end
# Construct array manually keys = [1,7,156] # ID values we need to check for id in keys # loop in the keys array if $game_switches[id] == true # no need for triple zero. $game_variables[1] += 1 end end
keys = (0..3).to_a keys.push(7) # add number 7 to the keys. Now its size is 5. for id in keys # loop in the keys array if $game_switches[id] == true # no need for triple zero. $game_variables[1] += 1 end end
Edit: I dislike putting 0's before actual numbers, so the 1 in $game_variables does the same thing as 0001. Sorry if you already knew that ^^