The Dink Network

Wish list

October 1st 2006, 04:41 PM
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I am currently working or thinking of working on the following:
-A boomerang that comes back to you like in the Legend of Zelda(I may also make it pass between screens realistically)(probably to be released with some spells)

-The next version of Ex-Peppermint.

-.c commented External procedures to allow people to easilly create perminent corpses that are facing in the proper direction like in Ex-Peppermint. They will work like "external("emake","large")" except it will be like "external("cmake","make") and "external("cstore","[complexity of sprite to store]")"(don't worry it will not require perminent use of global varibles)This will probably be released with external procedures for the more sophisticated enemy attacks in Ex-Peppermint, Smoothly Homing sprites, distance finding and maybe "true flying" sprites.

-Not yet started: Graphics for when items are consumed that appear above dinks head and fade away.

Which of these do you people want the most?

Also, what would you like improved in Ex-Peppermint?(I am planning on some improvements already)
October 1st 2006, 05:56 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
The Zelda Boomerang already exists. Check out the Miscelleaneous section.
Also, I don't really know what you want with Ex-Peppermint. In my opinion it's nigh unplayable, because of extreme hardness bugs (or aren't they bugs?) and it's VERY unclear what to do. I admire you for thinking outside the box, 'cause that's clearly what you're doing with Ex-Peppermint, but for me, and I assume for most, it really doesn't work. There's just hardly any gameplay.
October 1st 2006, 11:47 PM
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That boomerang does not work like the ones in zelda which always return. it is just like a throwing axe that reverses direction.

Also, I am rather sure that there are only two or three hardness bugs in all of Ex-Peppermint. You are supposed to walk on the trees in the beginning and the grass is off limits even to missiles.
I sctually spent a really large amount of time redoing the hardness map special for Ex-Pepperment, so it is rather disturbing that you suggest there are hardness bugs.

I am surprised it is so unclear as the game is very linear.
Just follow the signs and go to the places that are the least difficult. I am guessing I need to make the stairs more obvious?o_O
So what would you like me to change to make it so there is "gameplay"?
October 2nd 2006, 05:15 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
What I meant was that in the 3rd screen I think, you can hardly kill the pillbugs because of the hardness of the borders. If it's meant that it's extremely difficult to progress to the next screen, only because of hardness, then I'm sorry, it's not my type of game.
October 2nd 2006, 07:39 PM
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joshriot
Peasant They/Them United States
keep it real 
i have a zelda style boomerang that uses seeking technology (very advanced equations and stuff, maybe) it is not ready to be released yet but i have one so if you choose to make one also whatever but i will steal you in your sleep.
October 3rd 2006, 03:05 AM
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Well I didn't know that Josh Rampage. So it is already almost done.
Edited:
We should colaborate I think. I can send you my code if you want and we can pick the best code from either of our projects. I also have many features that you probably don't.

I think I am the first person to really use seeking code in Ex-Peppermint for the Nome launch and Stone Giant attacks. But they only call the code once per attack. (instead of multiple times like the boomerang) Of course I refined it greatly for the boomerang as it was required.

I thought you abandoned working on boomerangs anyway... ...Your last release was 2002.o_O