The Dink Network

testers wanted

January 11th 2004, 05:32 PM
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pdub
Peasant He/Him
 
I'm reskinning the Dink interface. Would anyone like to help me out by testing it? I would certainly appreciate whatever testing time you care to offer: noobs and old-hand's alike. I estimate it will be finished in about a week.
January 11th 2004, 05:35 PM
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merlin
Peasant He/Him
 
/me looks around and raises his hand.
January 11th 2004, 06:55 PM
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What does reskinning mean?(hush Simon)
Maybe I could help but sounds like out of my range.
January 11th 2004, 07:22 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
It means peeling the skin from all the creatures in the game and re-assigning skins to random inhabitants.

*chuckle* ^_^
January 11th 2004, 07:28 PM
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pdub
Peasant He/Him
 
Reskinning just means changing the graphics of the interface: status bar, menus etc. Anyone can test it really, but at this stage I mostly want people to check it out and make sure it's not doing anything weird or unexpected that I may miss in my own testing sessions. When I submit it and pending approval, everyone can peep it and give feedback on the actual design. And on that note:

Any experienced dMod'ers have/want to build a simple dMod that aids in interface testing? A person with a lot of experience would be ideal for a quick turn-around. It would only need to be a couple of screens if not just one. I think all that it would need would be:

small hearts: to test small incremental changes in the health bar

large hearts: to test full health animation of the health bar

Something that hurts Dink, Ow!: for the reverse of the above

gold hearts: to test health max increase animation

level up/down items: to test level number

gold giving/taking items: self explanatory perhaps

stat potions: to test raising/lowering stats

(SimonK's stone head thing would work great for alot of these, because the sprites would be persistent and not disappear after one test...wink wink SK)

And anything else that I might have left out. Phew! Any takers?
January 11th 2004, 08:13 PM
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merlin
Peasant He/Him
 
Are you planning on just chaning the graphics, or changing the location of the graphics? The latter requires modification of the Dink Engine.
January 11th 2004, 08:47 PM
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pdub
Peasant He/Him
 
Planning on changing graphics only though it would be nice to be able to change position as well. Will that be a feature in Dink v2? Would be nice if you could either change the position of the interface sprites in an editor or at least add their x/y coordinates (and origins for that matter) to the dink.ini file.

Maybe after this first run I'll look into getting into the dink.exe file with the assistance of some of your hardcore dudes later, but it's really out of my league at present. Also, I figured if Dink v2 comes out soon, then all of that work would be moot anyway.
January 11th 2004, 09:16 PM
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merlin
Peasant He/Him
 
Will that be a feature in Dink v2?

Don't push it.
January 12th 2004, 12:47 AM
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SimonK
Peasant He/Him Australia
 
I'm sure I suggested customisable status bar and stat stuff... didn't I... why back when...

But I've asked for a lot of stuff over the years I've never got... Bad Santa! Bad Santa!

Whoever said things work out for the best is either a liar, a criminal who got away with it, or a sultan.
January 12th 2004, 12:51 AM
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SimonK
Peasant He/Him Australia
 
(SimonK's stone head thing would work great for alot of these, because the sprites would be persistent and not disappear after one test...wink wink SK)

Nudge, nudge say no more!

Actually, I'm not really sure what stone head thing you're talking about. I can write you a script that will do all those thing as a choice option when you talk to a stone head. If that's what you want. Then just start with skeleton B, one the centre screen place a stone and attach this script and it is done.
January 12th 2004, 02:56 AM
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pdub
Peasant He/Him
 
Whatever you could do would be great! Would be better for me if each script were separate so that I could have a number of heads on the screen at once that did different things. Reason being, I could tag a head repeatedly and watch say, the health meter go up while keeping my eye on the health meter rather than the pop-up menu. If that is even what you are talking about doing, if not then...reerp zppuap siip zooowt riiiip. There, I reversed it.
January 15th 2004, 02:05 PM
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joshriot
Peasant They/Them United States
keep it real 
most of us could easily make a dmod with hearts and such for your testing, but how are you planning to change the location of the status bar graphics? give us info. if you show us its possible, im sure a lot of us would be eager to investigate, but it seems to me that this is a project for reDink. if you are just planning on editing the .bmp of the other status bar graphics.... i do that all the time. you dont need to test it really, just make the one that says "1" a "1" and not a "9" and things should turn out.
January 18th 2004, 01:18 PM
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pdub
Peasant He/Him
 
word. I was more into the idea of having just a few people check it out and make suggestions on the 'design' before I released it to the general community. There would be no real bug testing of course.

+ I'm only changing the bmp's.

+ I'm not repositioning. Waiting until Dink v2 for that.

UPDATE: Testing DMOD created.