The Dink Network

Vinx Project

May 5th 2005, 04:40 PM
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ikkejw
Peasant They/Them
 
The Vinx Project is a Dink Smallwood port I'm trying to write. It's not just a port, it's basically the same game using a different engine. A full 3D engine (6D view actually). The engine I'm going to use is called Voxlap, written by Ken Silverman.
Remember, It's only an IDEA. I'm not saying I'm gonna release stuff (however I probably will).

Let me know what you think of this.
May 5th 2005, 04:47 PM
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Wait for Windermere. Porting to another engine isn't a small task, and definitly can't be done on your own.
May 5th 2005, 08:39 PM
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igloo15
Peasant He/Him
 
I have seen many 3d rpg maker engines and stuff like that to me it the whole 3d engine thing doesn't appeal to me. It takes way to long to design and code 3d games. That means alot less d-mods and a really high learning curve that most people won't even try. Dink would not be good in 3d.
May 6th 2005, 05:39 AM
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ikkejw
Peasant They/Them
 
Barnabyd, I want to learn more about c++ and I think this is the best way to do it. Don't try to stop me .

Igloo15, I'm trying to make Vinx as backwards compatible as possible. For example, it should be able to read the map.dat file and auto-generate a 3d world from it.
May 6th 2005, 06:47 PM
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All right, if that's the way you're going to be...
May 6th 2005, 09:45 PM
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merlin
Peasant He/Him
 
Um, pick a different engine. If you think you can do it (honestly, you probably will give up - speaking from experience), it will look like crap.
May 7th 2005, 04:46 AM
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igloo15
Peasant He/Him
 
and dink doesn't look bad , though you bring up a point in 3d visuals are very important.
May 7th 2005, 06:47 AM
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ikkejw
Peasant They/Them
 
Does this look like crap?
May 7th 2005, 10:43 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Quite honestly, the second pic made me think of Vaultdweller's many colors of poo.
May 7th 2005, 02:35 PM
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ikkejw
Peasant They/Them
 
So his crap looks like the screenshot, but the screenshot doesn't look like crap .
May 7th 2005, 04:22 PM
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Vortex
Peasant He/Him United States
It rubs the lotion on its skin... 
Crap or not being compared to crap is just as bad...if not worse..
May 7th 2005, 04:45 PM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
It depends on your definition of crap. But to me, crap means.. crap
May 7th 2005, 05:24 PM
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Vortex
Peasant He/Him United States
It rubs the lotion on its skin... 
Crap-(Vulgar Slang )
n.
Excrement.
An act of defecating.
Foolish, deceitful, or boastful language.
Cheap or shoddy material.
Miscellaneous or disorganized items; clutter.
Insolent talk or behavior.

intr.v. crapped, crap·ping, craps
To defecate.

Phrasal Verb:
crap up
To make a mess of; bungle.

...yeah...
May 8th 2005, 04:55 AM
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ikkejw
Peasant They/Them
 
Whatever, I'm still using Voxlap. It's very easy, at the moment I'm commenting out many lines of code and adding only a few lines of built-in Voxlap functions.
May 12th 2005, 12:30 PM
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emotion
Peasant He/Him
 
Well how about, you do your project. And if we like it we'll tell you then
May 12th 2005, 07:08 PM
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carrie2004
Peasant She/Her Canada
*chomp* 
I thought they looked interesting.
May 15th 2005, 05:15 PM
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ikkejw
Peasant They/Them
 
What do you think of the splash screen?
May 15th 2005, 06:02 PM
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I think it's pretty bad, actually.
May 15th 2005, 06:27 PM
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merlin
Peasant He/Him
 
I agree.
May 15th 2005, 06:52 PM
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SimonK
Peasant He/Him Australia
 
I would suggest putting the dink above the voxalised and trying to do the Dink in it's Joyeuse font style to link it back to the original game.

So what does this new engine do that is so great...? all I can figure out is it means you can destroy walls and such more realistically than via polygons.
May 15th 2005, 10:53 PM
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This is a full 3D engine? How will the graphics be done then?
May 16th 2005, 06:21 AM
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ikkejw
Peasant They/Them
 
"So what does this new engine do that is so great...? all I can figure out is it means you can destroy walls and such more realistically than via polygons."
With voxels, you can create round edges without things like 'polycount' . For example, try using this spring in a game. That would be impossible without a voxel engine, not only because this particular model is made of voxels, but because a polygon model of the same spring would use way too much poly's.
May 16th 2005, 06:23 AM
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ikkejw
Peasant They/Them
 
"This is a full 3D engine? How will the graphics be done then?"
Do you mean 'who will do the graphics' or 'how are they rendered'?
May 16th 2005, 08:38 PM
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I mean, how are they rendered?
May 16th 2005, 10:36 PM
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merlin
Peasant He/Him
 
ikkejw: It wouldn't be impossible. It's quite possible using a NURBS surface.
May 16th 2005, 10:40 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
Wow, voxels or not, that is one dang ugly spring.
May 17th 2005, 05:20 AM
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dinkme
Peasant He/Him India
 
Voxel doesen'r support hardware rendering, you might know that, so the thing will quite like crap.
Not exactly but will not look excellent. I recommend, if you want something great, something realistic, start from scratch. I am working on a graphics engine, they are at source forge, you can also get help there.
May 17th 2005, 05:55 AM
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ikkejw
Peasant They/Them
 
AmoebaLord: "I mean, how are they rendered?"
You should ask Ken Silverman about that. The Voxlap engine is free, but for the biggest part closed source, so I can't tell you anything about it.

merlin: "It wouldn't be impossible. It's quite possible using a NURBS surface."
Aren't NURBS surfaces incredibly slow?

Tal: "Wow, voxels or not, that is one dang ugly spring."
It's from a KVX file, and they have a maximum limit of 256x256x200vx and 256 colors . KV6 files, however, have a maximum of 1024x1024x1024vx (I think) and support 32-bit colours.
May 17th 2005, 09:34 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
People are too much used to 3D stuff. Your work looks pretty cool, especially because you made it all by yourself!

But if it's possible, you'd best make the voxels smaller...
May 17th 2005, 10:36 AM
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ikkejw
Peasant They/Them
 
I didn't make the spring model, it's included with Slab6, Ken's voxel editor.
May 19th 2005, 11:56 PM
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merlin
Peasant He/Him
 
Aren't NURBS surfaces incredibly slow?

Yes and no. Compared to textures, yes. Compared to complex polygonal surfaces, definitely not. If you plan to have many curves, NURBS or textures are the way to go.
May 22nd 2005, 02:46 PM
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ikkejw
Peasant They/Them
 
I'll stick to voxels .
May 22nd 2005, 04:30 PM
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merlin
Peasant He/Him
 
Not sure why you'd stick to such pixelated crap, but go ahead.
May 23rd 2005, 01:39 AM
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Chaotic
Peasant He/Him
 
Bah, who cares about graphics? As long as it works.
May 23rd 2005, 12:46 PM
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ikkejw
Peasant They/Them
 
I'll stick to Chaotic .

On topic: I want to create a sf.net project page for this, however I don't know what license to choose since Dink, the Dink Source and Voxlap all use a different license, and my project is a combination of them.
May 23rd 2005, 12:54 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
It's a Dink clone, it just uses the Voxel engine. So use Dink's one. Simple as that.
May 23rd 2005, 11:47 PM
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dinkme
Peasant He/Him India
 
I wanna be a devloper when you list your project up.
May 25th 2005, 12:10 PM
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ikkejw
Peasant They/Them
 
It's gonna be GPL'ed.

dinkme: After I finish the first version, you're in.
May 26th 2005, 11:22 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
I wanna be a bug-tester.
May 26th 2005, 12:05 PM
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ikkejw
Peasant They/Them
 
Ah, yeah. Beta testers. I haven't even thought about them. Once the first version is close to release I'll try find some beta-testers, I don't really want to give people some specific status yet.

And now comes the big question:
1st or 3rd person view?

IMO, it should be 3rd.
I'll try to focus the camera on the talking sprites whenever say_stop(...); is used.
May 26th 2005, 12:45 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
3rd, of course! You'll have to keep to see Dink!
May 27th 2005, 12:39 PM
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ikkejw
Peasant They/Them
 
Another question:
wasd+mouse or arrows/ctrl/shift/etc controls?
May 27th 2005, 02:13 PM
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Glennglenn
Peasant He/Him Norway
GlennGlenn doesn't want a custom title. 
arrows/ctrl/shift/etc
May 27th 2005, 03:51 PM
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Stick to arrows. I only like WASD for shooters and ASCII character games from back in the day.
May 27th 2005, 04:25 PM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Hmm, I'd imagine the mouse would be used in both setups as you want to look around in the 3D world.. if you'd set the arrows keys, a few things would hinder the player: right-handed persons would have both of their hands on the right side of their keyboard/mouse/mousepad combi.. second, you'd have to bind the other keys as well like fire, talk, magic et cetera.. well, it might be that I'm used to WASD but it seems unhandy to bind them around the arrows. I'd say make it WASD for movement, mouse for looking, space for talk, LMB for attack, RMB or shift for magic and any random key like E, R or Enter for inventory..

In case of walking around and doing slow actions, you'd have the keys around and in case of battle, the player must be able to act quickly to (counter)attack/cast a spell.

Or in other words, can't you make it configurable?
May 27th 2005, 04:55 PM
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ikkejw
Peasant They/Them
 
"Or in other words, can't you make it configurable? "I will, but not in the first release(s). My main priority now is to get it to work.
May 28th 2005, 07:23 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
"wasd+mouse or arrows/ctrl/shift/etc controls?"

Let the player choose between classic and 3D configurations.
May 28th 2005, 05:27 PM
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ikkejw
Peasant They/Them
 
Read my last post.
May 29th 2005, 06:45 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Yeah, but I didn't mean "configure keys", but also some pre-defined sets.
May 31st 2005, 02:35 PM
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ikkejw
Peasant They/Them
 
whatever.

Vinx has been rejected at sf.net because of 'Inadequate registration description or license detail; or additional information required'. I don't understand what's wrong with the description since I entered EXACTLY what they asked. I'd like to know what kind of description Windemere has. Here's the description I entered:

# The names of the programming languages, libraries (such as graphics libraries), databases, and frameworks you will be using to develop this software: #
Programming language: C/C++.
Libraries: Voxlap (by Ken Silverman, closed source), Dink Smallwood Source Code (by RTSoft, own license)

# The names of the OS platforms or environments you will support: #
Microsoft Windows 98 to XP
Linux (if Voxlap supports it)

# A description of why this game is being written: #
To improve the 2D top-down view game Dink Smallwood, and make it a full 3D first/third person view game.

# A list of the major obstacles (technical problems) your team will need to overcome in writing this software: #
- Backwards compatibility with the original game.
- 'Voxelising' the original artwork, not using the original art source.

# The major features which will be included in your software (an itemized list is preferred): #
- 3D game using voxel sprites and world
- Backwards compatibility with the original game, Dink Smallwood. For example, it should read the map.dat file (the file Dink Smallwood uses for storing the maps) and auto-generate a 3D world from it.
- Enhancings to the Dink Smallwood programming language, DinkC (used for making so-called DMODs or Dink MODules, also used to create the original game), while preserving backwards compatibility.

# If applicable, a listing of the existing data formats your software will use, software with which your project will interoperate, network protocols supported, etc: #
- *.KV6, voxel sprites.
- *.KFA, voxel animations.
- *.VXL, voxel world.
- *.PNG/JPG/TGA/GIF/PCX/BMP, used for the original 2D sprites and things that don't need to be 3D like status bars and menu's.
# Information about any existing work (i.e. links to existing source code or web sites related to the project): #
Voxlap: http://www.advsys.net/ken/voxlap.htm
Dink Smallwood: http://www.rtsoft.com/dink/index.htm
Dink Smallwood Source Code: http://www.codedojo.com/

# Important: Do you intend to host any game data, statistical information, servers, hub lists, or other materials needed for the operation of your game using SourceForge.net resources? #
Yes
June 1st 2005, 01:54 AM
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dinkme
Peasant He/Him India
 
Do this projet yourself. Usually you get 3 to 5 devlopers at SF.net but rarely anyone of them help in your project, the devlopers are kind of a show, I tried it two times but ultimately, i am the lone person devloping my project. So SF is no real help.
Though you may try,
June 1st 2005, 11:19 AM
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ikkejw
Peasant They/Them
 
Well, I found something else: www.gforge.org . I don't have a web server, so I'll ask a friend of mine to host it, together with Bugzilla.
June 1st 2005, 01:00 PM
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dinkme
Peasant He/Him India
 
Good for you.
June 12th 2005, 09:06 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
How's the project coming along?
June 12th 2005, 12:07 PM
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ikkejw
Peasant They/Them
 
It's.. um.. coming along, but not very much. I only work on it in the weekend, because the rest of the week is filled with school . Holidays start in a few weeks, so expect to see more news + a website then.

Besides Vinx, I'm also working on another (DMod-like) project. DaVince already knows a few things about it, however I want to keep it secret for now.
June 15th 2005, 03:55 AM
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wouldn't this take years to complete?

You know, you have to edit new graphics for the whole game, and make a new engine!

thats like a whole new game!

But the result will probably kick ass!
June 23rd 2005, 04:21 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
Hmmm, maybe if you could find a way to show the old Dink sprites (and thus all custom art) in a 3D-ish view, you wouldn't have to create any new gfx for it!
August 26th 2005, 06:20 AM
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ikkejw
Peasant They/Them
 
Ok, today I have good news and bad news.

The bad news is, as you probably would have guessed, Vinx is dead. The Dink source code is completely unusable in it's current (horrible) form.

The good news is, on the other hand, I will try to clean up the Dink source to help and speed up future projects like this.
August 26th 2005, 05:13 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
unDink has already cleaned up most of the source, but a few parts need to be completed.
August 26th 2005, 11:00 PM
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Drink
Peasant He/Him Chile
Don't drink 
The only thing I can say is Go Ikkejw! Do it!