My project
I have started working on a little project using XNA and C# but I realised that I don't have the time I would normally need to get the artwork done (and I lack talent as well) and I don't really want to take the artwork from this game and put it together with the artwork from that game. But then I had an idea:
What if I used the artwork from Dink (I could also modify it to look better) to make an open-source new dink project?
If you want, we could all work together on the main plot and make this the "nevercoming" dink 2
I will soon post a tech demo of my project using Dink artwork.
Some features:
~ The map won't be split into pieces. It will be one big scrolling map (except for the houses, probably).
~ There will be a quest log and a more complex inventory/stats screen.
~ New trade screen.
~ & more (we're not limited at all )
So, what do you think?
One more thing regarding XNA: It will make it possible for us to port the game on Xbox360.
What if I used the artwork from Dink (I could also modify it to look better) to make an open-source new dink project?
If you want, we could all work together on the main plot and make this the "nevercoming" dink 2
I will soon post a tech demo of my project using Dink artwork.
Some features:
~ The map won't be split into pieces. It will be one big scrolling map (except for the houses, probably).
~ There will be a quest log and a more complex inventory/stats screen.
~ New trade screen.
~ & more (we're not limited at all )
So, what do you think?
One more thing regarding XNA: It will make it possible for us to port the game on Xbox360.
It will make it possible for us to port the game on Xbox360.
HURRY UP! If you can make Dink 2, that's super awesome. If you can make Dink 2 and be able to play it on the 360, not only are you (and anyone else working on this) super awesome, but you will be my new best friend forever.
HURRY UP! If you can make Dink 2, that's super awesome. If you can make Dink 2 and be able to play it on the 360, not only are you (and anyone else working on this) super awesome, but you will be my new best friend forever.
The X360 version will be released after the Windows version
Right now I'm working on the engine, but I will not be able to continue if I don't know what the main plot should be about. I'd be grateful if some users would come up with some ideas.
Right now I'm working on the engine, but I will not be able to continue if I don't know what the main plot should be about. I'd be grateful if some users would come up with some ideas.
Before putting my faith in a project like this, I'd love to see a tech demo of your engine
The video should be available before the 15th of September. It's not like it is supposed to be airing in september. I might be able to release it this very month.
Looking foreward to the demo.
If its good then a few of us could throw our heads together to work out how a Sequel storyline to Dink Smallwood should go.
For one thing though, an Armored dink would probably be good to go with it, and if he looked older.
If we can get a whole team together for this, it's definitely going to be beyond an epic. Somebody give Seth a call!!
If its good then a few of us could throw our heads together to work out how a Sequel storyline to Dink Smallwood should go.
For one thing though, an Armored dink would probably be good to go with it, and if he looked older.
If we can get a whole team together for this, it's definitely going to be beyond an epic. Somebody give Seth a call!!
The first screenshot.
It presents four rendered sprites. Sorry for using the same tile but it's just a test screenshot. A church, a necromancer (I used the Spike graphics) and the two equipped icons (weapon and magic).
Click to view image
It presents four rendered sprites. Sorry for using the same tile but it's just a test screenshot. A church, a necromancer (I used the Spike graphics) and the two equipped icons (weapon and magic).
Click to view image
I'd like to ask you something (sorry for triple posting in first hand):
Should the main characters of Dink2 feature voices?
Should the main characters of Dink2 feature voices?
I've always liked the idea of Dink characters having voices. Problem is, you should gather atleast 10 people to make the voice acting. And I've a feeling, that many people don't want to, but you can always try.
I could do some voice acting for you, if you'd like.
I could do some voice acting for you, if you'd like.
That would be nice. We could also add effects to the voices in order to make people seem older/younger depending on the situation.
Yeah, that would be nice, since I kind of hate my voice. I sound like a 10 year old or something
Is there anyone here who could animate some of the existing sprites? I will use sprites such as the necromancer (Spike sprite pack) for the NPCs. The necromancer in particular will have a daily routine which will involve spell training (he will cast spells randomly). This will make the original sprites (men, girls etc.) look dumb because even their idle animation is just a (ready to walk) stance.
Hey, we need black skinned NPC graphics! Seth, you racist!!
I will use the Dark Dink sprite for caves (the whole cave will be darker as well).
Think I should make a blog about this? It would be a better way to post news.
Okay then. I'll do it after releasing the Tech Demo.
I'll do voices - though there is dispute as to wether my accent is Australian, British or South African
It doesn't matter, really I can speak German and Japanese with a perfect accent (I doubt people would know I'm not from Germany. I don't look japanese though) but, god knows why, I can't speak American and British english well. I have a scottish accent >.> I'll do a scottish character.
You're from Romania, speak with a Scottish accent and are fluent in Japanese? That's a combination I'd like to hear sometime xD
On a sidenote, I speak Japanese too
On a sidenote, I speak Japanese too
I'm really into foreign languages. Maybe because of my mum. We were supposed to move to Canada after I would be 6 but we never got there (some problems with the official paperwork, didn't ask what problems in particular). She started teaching me english when I was about... 5 years old (I was able to read since I was 4). I didn't get any Canada but I did get a lot of English XD
I fancy myself decent at mimicing Americans and Texans
Does this look "real" enough? I'm talking about the legs, I'll fix the shadow later.
Click
Click
Maybe the legs should be a little more shorter. Otherwise, it looks pretty nice.
Although it's been a while, the development of the project is still going on (kind of slow though). Two new screenshots:
Click1
Click2
Not much, they show the new inventory/magic spells screens which are completely hideable (I didn't like the original idea of the whole screen getting occupied by the inventory).
The girl there has a randomly timed routine and she is intented to be a barmaid. While not moving, she talks to drunka... ahem, customers. They are absent right now though.
As seen, rendering is now fully implemented in the engine. Dink is fully moveable and right now I'm working on object collisions. Afterwards, I plan on doing the work for the new dialogue panel, looting system, character sheet etc. Once all this is done, I'll release a tech demo (featuring only one screen ). Afterwards, I'll start working on the actual game content.
Everything runs fine till now
//note, most of the interface graphics, including the inventory/magic panel ones, will be modified in the actual release
Click1
Click2
Not much, they show the new inventory/magic spells screens which are completely hideable (I didn't like the original idea of the whole screen getting occupied by the inventory).
The girl there has a randomly timed routine and she is intented to be a barmaid. While not moving, she talks to drunka... ahem, customers. They are absent right now though.
As seen, rendering is now fully implemented in the engine. Dink is fully moveable and right now I'm working on object collisions. Afterwards, I plan on doing the work for the new dialogue panel, looting system, character sheet etc. Once all this is done, I'll release a tech demo (featuring only one screen ). Afterwards, I'll start working on the actual game content.
Everything runs fine till now
//note, most of the interface graphics, including the inventory/magic panel ones, will be modified in the actual release
News:
The game will have a TCP/IP multiplayer mode. Further explained, one player starts a game, acting as a server and others connect to him, playing the same game. I will release a test demo of the multiplayer part soon after the main tech demo. The full game will feature multiplayer maps with quests/characters and players will be able to create their own maps. The demo is supposed to test connections so it will only have a small 5 screen map where players can fight each other. That would be all. I don't think I'll post any more news until the initial tech demo gets released.
The game will have a TCP/IP multiplayer mode. Further explained, one player starts a game, acting as a server and others connect to him, playing the same game. I will release a test demo of the multiplayer part soon after the main tech demo. The full game will feature multiplayer maps with quests/characters and players will be able to create their own maps. The demo is supposed to test connections so it will only have a small 5 screen map where players can fight each other. That would be all. I don't think I'll post any more news until the initial tech demo gets released.
After testing both the old text above head way and some other ugly text in panel way of mine, I finally decided to use this kind of dialogue system:
Image
Is it okay? Also, if you have any other idea for the dialogue panel (such as, less transparency, more transparency, complete redesign), do post it. I really need ideas from the community on how the game should look like right now.
Image
Is it okay? Also, if you have any other idea for the dialogue panel (such as, less transparency, more transparency, complete redesign), do post it. I really need ideas from the community on how the game should look like right now.
Clickable version
EDIT: To be honest, I don't like it. It seems a little like you're trying to copy typical RPG dialogue styles, which doesn't work very well with Dink if you're just going to use the character sprite to show who's talking.
EDIT: To be honest, I don't like it. It seems a little like you're trying to copy typical RPG dialogue styles, which doesn't work very well with Dink if you're just going to use the character sprite to show who's talking.
Also, ignore those black rectangles. They are used for collision testing and won't show up in the game.
I don't wanna ruin your mood or anything but I gotta say. I don't like these screenshots at all.
I see. I mainly chose this system because I found it a bit hard to remember names in Dink (names are shown in the top right corner here). The character sprites are for aesthetic reasons only (the whole panel would look pretty dull without them). I also chose this way because it's a lot easier to render than scanning/working on strings in order to show them up correctly over the sprite's head.
@Skull - which part don't you like? If it's about sprite positioning, it's for testing purposes only.
@Skull - which part don't you like? If it's about sprite positioning, it's for testing purposes only.
Maybe the right thing would be to give the player the option to choose between the old dialogue style and the new one. Yup, that sounds better.
Some thing like
Chelsea say:
"Hello Dink!"
above the sprites heads and then a little thingy to the left showing conversation so far...
Chelsea say:
"Hello Dink!"
above the sprites heads and then a little thingy to the left showing conversation so far...
looks like paint text.
unless its a new font???
unless its a new font???
It's a new font. It's the default font provided by XNA now that you've asked, called Kootenay.
Most likely? Someone logging out, posting as a ghost, then logging back in and talking to themselves.
So your saying that im raffle even though I have been logged in for over a day????
I have to say that I like the new dialogue system you made. It just doesn't work well for background talking or for cutscenes, but for conversations with Dink this could be used.
Also, the text you showed looks good, but try also finding a correct point to stop one line from becoming too long. In the original Dink the text starts showing up as multiple lines at a certain point. Looks like this would be about the maximum length for one line I'd use.
Also, the text you showed looks good, but try also finding a correct point to stop one line from becoming too long. In the original Dink the text starts showing up as multiple lines at a certain point. Looks like this would be about the maximum length for one line I'd use.
Kinda looks smeared ya know how when you save a bitmap to a jpeg and it kinda smears...?
Of course, background talking will always use the old system. I haven't implemented an algorithm to work on the "announcements" (that's how I like to call the background talking strings) yet (that's why they show up that way), but I will. In fact, my "homework" for the next weekend was already planned to be complete game messaging (such as hotkey hints, tutorial messages etc.) and announcements overhaul since the way parameters are passed down grew up to be not to my liking.
About the font: I'm currently using one font for all the text but I will change that immediately before the demo release. I will most likely use a font similar to the old Dink font for dialogues, and a new one for other stuff.
About the font: I'm currently using one font for all the text but I will change that immediately before the demo release. I will most likely use a font similar to the old Dink font for dialogues, and a new one for other stuff.
Inventory + potions
Dink using a potion
I have successfully implemented ambiental sound, music and other sound effects. Inventory items are now usable and a potion system, different from the classic dink one is also present. Potions can be used at anytime by pressing "1" for Healing Potion or "2" for Mana Potion. After 4 seconds of being idle, the potion (and hitpoints) panel will automatically hide. Next, I'm going to use the door that's currently invisible due to the potion panel covering it and make the 2nd screen of the game. A bit more and I'm going to release the demo.
Dink using a potion
I have successfully implemented ambiental sound, music and other sound effects. Inventory items are now usable and a potion system, different from the classic dink one is also present. Potions can be used at anytime by pressing "1" for Healing Potion or "2" for Mana Potion. After 4 seconds of being idle, the potion (and hitpoints) panel will automatically hide. Next, I'm going to use the door that's currently invisible due to the potion panel covering it and make the 2nd screen of the game. A bit more and I'm going to release the demo.