does dink support....
and,or,nor commands. Like would the dink engine pick up this line
If (&story > 3) and (&drake = 1)
or do I have to find some other way around that
If (&story > 3) and (&drake = 1)
or do I have to find some other way around that
Nope, doesn't support it.
if (&story > 3)
{
if (&drake == 1)
{
//blah
}
}
is the way around this one.
if (&story > 3)
{
if (&drake == 1)
{
//blah
}
}
is the way around this one.
Well you could format it better:
(using . for space in example)
if (&story > 3)
{
..if (&drake == 1)
..{
....//blah
..}
}
Or if /blah is one line:
if (&story > 3)
{
..if (&drake == 1)
....//blah
}
Stupid HTML.
(using . for space in example)
if (&story > 3)
{
..if (&drake == 1)
..{
....//blah
..}
}
Or if /blah is one line:
if (&story > 3)
{
..if (&drake == 1)
....//blah
}
Stupid HTML.
Lol, because HTML converts 2 adjacent spaces to one, your code looks exactly the same as mine
It would be better if TDN would support <pre> Pre-tags </pre> for these things.
Edit: those dots look neat

It would be better if TDN would support <pre> Pre-tags </pre> for these things.
Edit: those dots look neat

<irony>Whoa, that comes as a surprise!!</irony>
No but seriously, I do agree with you (wow!!), the and and or operators should've been in the original.

No but seriously, I do agree with you (wow!!), the and and or operators should've been in the original.
Does Windemere support "case" syntax/code?
As in:
case: sp_script(&blah, -1)
"en-pill"
"en-slay"
"en-bonc"
so you could have different things happen for each type of enemy... not that you can't code for this right now with if statements and sp_script... but you know... as a more elegant option.
As in:
case: sp_script(&blah, -1)
"en-pill"
"en-slay"
"en-bonc"
so you could have different things happen for each type of enemy... not that you can't code for this right now with if statements and sp_script... but you know... as a more elegant option.
Not to mention faster. It does not, my friend, but I'll make sure to have it added, 'kay (Great Idea)?
How about ...elseif... that serves about the same purpose. Of course if you're fallowing C syntac closer, maybe you don't need a special elseif command, huh?
First of all, I don't like C.
Second of all, there is no need for a special elseif statement when else if does the same thing. Less work on my part.
Second of all, there is no need for a special elseif statement when else if does the same thing. Less work on my part.

Second of all, there is no need for a special elseif statement when else if does the same thing.
But some programming languages will not support this:
if (something)
{
//Do something
}
else if (somethingelse)
{
//Do something else
}
else
{
//Do else
}
So do you support this? else and elseif aren't the same thing.
But some programming languages will not support this:
if (something)
{
//Do something
}
else if (somethingelse)
{
//Do something else
}
else
{
//Do else
}
So do you support this? else and elseif aren't the same thing.
What's wrong with case statements?
Merlin, functions are suipported, right?
So, can we do this :
if (trapdoor)
//stuff
where trapdoor is a function that returns a boolean?
Merlin, functions are suipported, right?
So, can we do this :
if (trapdoor)
//stuff
where trapdoor is a function that returns a boolean?
Don't you mean:
if (trapdoor())
//Do stuff
if (trapdoor())
//Do stuff
While reading all this, and attempting not to fall asleep, I realize one thing:
I LOVE QBASIC!!
Seriously, it has it all
I LOVE QBASIC!!
Seriously, it has it all

DinkC++ has functions and even includes. Jeez guys, calm down.
And and and and and and Classes??
Oh and I just discovered a needed function :
Sprite getSpriteInRegion(tl, tr, bl, br);
Where the arguments are the corner coordinates of a rectangle. Or maybe you could add circle equations
It takes a long time to simulate this in the original DinkC.
Oh and I just discovered a needed function :
Sprite getSpriteInRegion(tl, tr, bl, br);
Where the arguments are the corner coordinates of a rectangle. Or maybe you could add circle equations

It takes a long time to simulate this in the original DinkC.
Classes will not be supported.
That function would be very easy to add. What would it return? The ID of the sprite?
Circle equations? Like what? I can add trig functions.
That function would be very easy to add. What would it return? The ID of the sprite?
Circle equations? Like what? I can add trig functions.
Cool.
This is going to be realy awsome.
I even like a closer resemblance to c. It might be an old language, but it is a standard that is good to learn. My only beef with Dinkc was that it wasn't always stable and consistant.
This is going to be realy awsome.
I even like a closer resemblance to c. It might be an old language, but it is a standard that is good to learn. My only beef with Dinkc was that it wasn't always stable and consistant.
Eh? Apparently there was if it didn't work right.
I have to time that loop. It probably takes about 450 ms. Lol.

I have to time that loop. It probably takes about 450 ms. Lol.
If it took that long, then wait(100); would really be wait(450), and you can easily tell the difference.
Do make sure the wait times are not related to your CPU like in the original Dink. That will make timing cutscenes much easier. I have another request for a function by the way.
When you're creating a cutscene or a walking guard it's often hard to time the wait commands in between move() commands in different scripts. So, I would suggest adding some kind of wait_for_action() function. That way it will be possible to correctly time interscript animations.
And I meant adding equations that allow you to define a circular region, not only rectangular like in the original Dink.
When you're creating a cutscene or a walking guard it's often hard to time the wait commands in between move() commands in different scripts. So, I would suggest adding some kind of wait_for_action() function. That way it will be possible to correctly time interscript animations.
And I meant adding equations that allow you to define a circular region, not only rectangular like in the original Dink.
Sprite_in_circle(&middle_x, &middle_y, &radius);
Yeah, that'd be cool.
Yeah, that'd be cool.

Kyle: This isn't shootty dink.
However, due to platform issues, the time between platforms varies (a very small granularity). Count on it being about 10 ms off (at least), so, if you request a 16 ms timer, count on it running after about 20 ms on an unloaded system.
Note also because the sizing limitations on 32-bit platforms, you cannot run Windemere for more than 49 days continuously.

However, due to platform issues, the time between platforms varies (a very small granularity). Count on it being about 10 ms off (at least), so, if you request a 16 ms timer, count on it running after about 20 ms on an unloaded system.
Note also because the sizing limitations on 32-bit platforms, you cannot run Windemere for more than 49 days continuously.