Good News?
Well, I was playing around with Dink, and I found that it does work under 800x600 with 16bpp. Unfortunately, we need new graphics. I would suggest 1024x768 with 32bpp in order to have two versions. Any volunteers?

You mean redo all the graphics? I don't know if anyone will volunteer for that. Have you got a screen grab of what it looks like?
Just double the resolution to 1280 by 960 and implement 2xsai. Mmmm.
But that kinda defeats the new screen size and colour full 24/32 bit option... Me I say go - total conversion!

I have a good start on some high color buildings, but I need to make them bigger if we up the resolution. But don't forget those whos computers have a hard time with high resolution. Mabey 800 * 600 is a good compromise to see if that looks good. Before we can start modding in high res, how can we get Windinkedit to build in higher resolution?
edit*
oh ya, in another thread, we were talking about resizing dink to match the buildings. It is easy to make new building to any scale we want, but making new creatures is much harder. If we use 800*600, we could still use the current bunch of crearures, but in new buildings and inner stuff.
edit*
oh ya, in another thread, we were talking about resizing dink to match the buildings. It is easy to make new building to any scale we want, but making new creatures is much harder. If we use 800*600, we could still use the current bunch of crearures, but in new buildings and inner stuff.
But its also a waste of time when there's already a proper working 640x480 resolution, scaling would be fine, making another graphicspack 3x the old dinks size would not be as nice.. put that effort into making something new, total conversion, not dink, just something new.. dont remake, make instead..
O.k. I'm going to keep making high color graphics for the current resolution, but I'll keep the base jpegs aside to make higher resolution. As soon as someone can release an engine and editor, I'll just adapt them.
A good modification for the engine may be for it to read gamename.ini for a resolution setting. That will keep it backwards compatible.
A good modification for the engine may be for it to read gamename.ini for a resolution setting. That will keep it backwards compatible.
Base jpegs?
Jpeg is a lossy file format... and its a horrible idea to use them as your base graphics format.

Jpeg is a lossy file format... and its a horrible idea to use them as your base graphics format.
Try targa... it's a blender option too!
Try targa... it's a blender option too!

O.k. Targa for the stuff I blend and I'll try to keep 32bit for textures I just modify with paint. But I'm still hoping and engine comes out soon that can make use of them.
Even in the current engine they are looking great!
"This is so cool I have to go pee!!..." Calvin to Hobbs
Even in the current engine they are looking great!
"This is so cool I have to go pee!!..." Calvin to Hobbs

I don't get it: why are you against new graphics? I really think it would be cool to make a Dink Network variant of Dink. It doesn't have to be Dink 2, just...dink 1.5? No really, if you start remaking the graphics, I can be of help too. My graphics aren't the greatest but....well, you'll see, my d-mod will probably be launched this weekend, and the graphics I used for it were designed quickly, I didn't have time to make them as I wanted.
So anyway, this is not Dink 2, for Dink 2 ask/call Seth, and maybe he''ll think about it. Ok, I know he won't, but... oh well
So anyway, this is not Dink 2, for Dink 2 ask/call Seth, and maybe he''ll think about it. Ok, I know he won't, but... oh well

Hey, what about tile size and count? If we keep tiles 50*50 pixels don't we need to stay in multiples of 50? or do the borders cover any end gap?
And is the new engine going to keep the same brains? As it is, we can assign a base walk of say, 360 and if we know it will use brain 9 we can theoreticaly use 362,364,366, and 368 for other stuff knowing that those won't be used for walking. Personally I think brain 16 creatures should be able to taget and follow just like br. 9 creatures, but it would be good to know before finishing these new creatures.
And is the new engine going to keep the same brains? As it is, we can assign a base walk of say, 360 and if we know it will use brain 9 we can theoreticaly use 362,364,366, and 368 for other stuff knowing that those won't be used for walking. Personally I think brain 16 creatures should be able to taget and follow just like br. 9 creatures, but it would be good to know before finishing these new creatures.