Volunteer artists wanted!
Alright, so I've started a big project, my first d-mod, I know, but I am a perfectionist and when it's finished it will be awesome.
There's a lot of work to be done, and I need 1) lots of new sprites and 2) a couple new songs, which hopefully could be developed by someone experienced, as they have to be genuine Dink material (same style, if somewhat modernised, as the original game).
I know, should be me doing all the work, but considering the size of this thing it'll take a looooooong time to get everything right, and honestly I don't trust my abilities, being at this level (since I'm studying these next few years, will leave little time to up my computer design skills).
In any case, I'd like all the help I can get (even if all it is is suggestions to programs that'll do most of the work for me), so if anyone wouldn't mind lending a helping hand with any one file I can promise cookies!
There's a lot of work to be done, and I need 1) lots of new sprites and 2) a couple new songs, which hopefully could be developed by someone experienced, as they have to be genuine Dink material (same style, if somewhat modernised, as the original game).
I know, should be me doing all the work, but considering the size of this thing it'll take a looooooong time to get everything right, and honestly I don't trust my abilities, being at this level (since I'm studying these next few years, will leave little time to up my computer design skills).
In any case, I'd like all the help I can get (even if all it is is suggestions to programs that'll do most of the work for me), so if anyone wouldn't mind lending a helping hand with any one file I can promise cookies!
If you haven't already, have a browse through of Robj's Video Tutorials to give you a hand with the actual designing and working on making a Dmod. Other then that, filewise? Have a look through the Dev section of the files currently available asking for something new here is highly unlikely to get you anything actually new I'm afraid.
That being said, there are also other tutorials and information I'm sure others can point out to you. Best of luck!
That being said, there are also other tutorials and information I'm sure others can point out to you. Best of luck!
I'd suggest Ms.Dink or skull since their art was good, but they would want extra cookies as payment.
Hmm. I think you should put a lot of work into it before you start asking people for graphics or midis.
HOTEL OF "turn that light off I'm trying to sleep" middle night
I'm pretty sure I made no new graphics for either of the Middle Night games. Most "new" graphics in my D-Mods are from other people. Only few, very simple graphics are made by me.
Adventures with Jani ya<explicit language>!
Adventures with Jani probably includes my best created graphics, to date.
Yeah, I have looked through a lot of files here. And I have put a lot of work into it so far (just that the going is slow, learning about dmoding for the first time while making the scenes quite complicated for myself,,,but that's what's fun!). Just thought I'd try my luck.
Right, so, back to work then!
Right, so, back to work then!
Sorry, just getting started myself. The best of luck to you though, I bet your DMOD will be fantastic
Thanks, Jenyth, it will be.
But speaking to those of you experienced dmoders, how do you get midi's to sound genuinely Dinky?
But speaking to those of you experienced dmoders, how do you get midi's to sound genuinely Dinky?
I've always thought the "best" d-mod graphics have been those that take the original sprites and rework/combine/alter them. Most other stuff looks a bit... off. Bruce Harrison's work is stunning and fits in really well, however.
I'd always advise a d-mod author to start off by editing the original graphics and go from there. It's surprising how much stuff you can make from those building blocks.
I'd always advise a d-mod author to start off by editing the original graphics and go from there. It's surprising how much stuff you can make from those building blocks.
I agree about new graphics often looking unfitting in D-Mods. It's quite honestly because they look too good to fit in the Dink environment.
It's quite honestly because they look too good to fit in the Dink environment.
For a lot of graphics I see, I disagree with that. It's because most people make 2d style graphics and try to throw them in with all the 3d style Dink graphics and expect them to look nice, but the styles don't go together well. I hope I'm not the only one who thinks the 3d style in Dink works very well and looks very nice.
For a lot of graphics I see, I disagree with that. It's because most people make 2d style graphics and try to throw them in with all the 3d style Dink graphics and expect them to look nice, but the styles don't go together well. I hope I'm not the only one who thinks the 3d style in Dink works very well and looks very nice.
The thing is that dink uses 8bit-graphics (that's 256 different colors) rendered from 3d models and most modern 3d applications renders out in 32bit or 24bit images.
Later versions of dink supports up to 24bit images ( 16777216 colors). Most people will not see the difference between 24 and 32 bit, but the 8bit graphics contains very little color data. You could reduce the number of colors in the output but it still doesn't really look the same
That's what skull meant when he said the original graphics didn't look as good.. they contain less colors.
The problem comes down to, either people making the graphics in 2d, and then they will not look "3d" enough.. or people make them in 3d, which will result in better matching the perspective and depth but still not the colors.
Later versions of dink supports up to 24bit images ( 16777216 colors). Most people will not see the difference between 24 and 32 bit, but the 8bit graphics contains very little color data. You could reduce the number of colors in the output but it still doesn't really look the same
That's what skull meant when he said the original graphics didn't look as good.. they contain less colors.
The problem comes down to, either people making the graphics in 2d, and then they will not look "3d" enough.. or people make them in 3d, which will result in better matching the perspective and depth but still not the colors.
Actually, I'm not really sure if I did mean that or not. I know so little about graphics. All I know is that most new graphics (Simon's, for example) look way out of place in D-Mods, because they look much better than the original Dink graphics, at least to my eyes.
I don't know how to put it. They look smoother. And even their animation is usually much more fluent.
I don't know how to put it. They look smoother. And even their animation is usually much more fluent.
Dink palette.
That's two words schnapps ....
If i can help without spending the next year making things that never get used.... pm me your orders swampbag glad to help... err if u want some help from me i guess
If i can help without spending the next year making things that never get used.... pm me your orders swampbag glad to help... err if u want some help from me i guess
They look different, definitely. I wouldn't say they're better, though. Smoother and more fluid (when it comes to the animation) yes, but the movements usually look more awkward, and I quite like the crispy, sharp style of Dink's Graphics as opposed to the smoothie blurry stuff produced by new graphic making programs.
For the resolution they're at, I really think Dink's graphics are excellent. Despite having a lowly 256-colour palette, not a single graphic in the game looks like it suffers for it. Of course, if you went from 50x100 pixels (roughly the dimensions of Dink's character) to 500x1000 pixels, there would be a hell of a lot more detail you could add into the sprite, and it would also be impossible to make it look good with just 256 different colours.
For the resolution they're at, I really think Dink's graphics are excellent. Despite having a lowly 256-colour palette, not a single graphic in the game looks like it suffers for it. Of course, if you went from 50x100 pixels (roughly the dimensions of Dink's character) to 500x1000 pixels, there would be a hell of a lot more detail you could add into the sprite, and it would also be impossible to make it look good with just 256 different colours.
Yeah, I was planning on using the original sprites wherever I can, but do you guys know what programs were used to create Dink? Especially the music files - I have an idea of some songs that would fit the Dink style perfectly if I could just transform them (well, the sound of the instruments).
And thank you for the offer MsDink - I would greatly appreciate your help (obviously, I would show it by using your sprites and actually publishing the dmod, so don't worry about them not getting used).
And thank you for the offer MsDink - I would greatly appreciate your help (obviously, I would show it by using your sprites and actually publishing the dmod, so don't worry about them not getting used).
swampbag wrote:
Yeah, I was planning on using the original sprites wherever I can, but do you guys know what programs were used to create Dink? Especially the music files - I have an idea of some songs that would fit the Dink style perfectly if I could just transform them (well,
Dink Smallwood was programmed in C++ using Microsoft Visual C++ 6.0. The graphics were rendered in 3DS Max as well as Poser with others drawn in Potatoshop. The sound effects were licensed from Hollywood Edge, and the music was either produced by commission or was taken from some random Japanese website, and Seth found the rest on his computer.
The Dink engine takes standard General MIDI files and any musick program can make those.
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Sent from my iPad
Yeah, I was planning on using the original sprites wherever I can, but do you guys know what programs were used to create Dink? Especially the music files - I have an idea of some songs that would fit the Dink style perfectly if I could just transform them (well,
Dink Smallwood was programmed in C++ using Microsoft Visual C++ 6.0. The graphics were rendered in 3DS Max as well as Poser with others drawn in Potatoshop. The sound effects were licensed from Hollywood Edge, and the music was either produced by commission or was taken from some random Japanese website, and Seth found the rest on his computer.
The Dink engine takes standard General MIDI files and any musick program can make those.
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Sent from my iPad