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Reply to Re: New *WORKING* cross-platform editor

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September 28th 2011, 10:17 AM
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shevek
Ghost They/Them
 
So to optimize hardness tile usage, it would be best to try and position houses and such so the hardness will only cover the least possible amount of tiles, instead of positioning it so one edge crosses over into another tile for just 3 or 4 pixels.

That, or (and) give all houses the exact same shape and move them only multiples of 50 pixels in both directions. That way the hardness tiles can be reused.

Could you provide a few examples of the new coding? I think I have a general idea of what it will look like but it's always cool to see it and dream up some stuff to use it for

I'm working on that, but it may take a while. I haven't done a dmod before, so I'm not familiar yet with "normal" ways of doing things.

One more thing, is a cutscene "builder" or assistant still in the cards?

Yes. I was thinking of a feature to record editing operations you do. Then you can paste this into the script editor. What gets pasted are the commands to do what you edited (move, create sprite, etc). I haven't thought of the details yet, though, and might not get to implementing it any time soon.