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October 13th 2011, 02:01 PM
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Kyle
Peasant He/Him Belgium
 
Is there anyone with enough programming experience and prior insight into the Dink source who knows what it would take to change some limits around and compile a new version? We know DinkHD is largely the same code but it has expanded limits. I'd like to research how we can go further into this, because I'm sure I'm not the only one getting tired of some of the limits we need to work with

I'm thinking the following limits:

- Global variables
- Concurrent variables
- Sequence slots
- Sound slots
- Dink.ini lines
- Tiles and hardness tiles
- 99 Sprites on screen

Let me give some examples of what the abolishment of certain limits could mean for us:

- Global variables
- Concurrent variables


For us this would mean a lot less juggling with variables and a much easier time managing data. We would also be able to create certain scripts in an easier way with "unlimited" globals, cutscenes with many actors comes to mind, etc... A questlog also comes to mind, where it would be very easy to keep track of quests, steps inside quests, ... but also in general just an easier and more manageable way to create new battle systems.

- Sequence slots
- Sound slots
- Dink.ini lines
- Tiles and hardness tiles


One of the biggest learning curves or motivation breakers for new d-modders and experienced ones a like is integrating a bunch of new graphics, sounds, ... only to realize that if you want to make use of the many great files that have been contributed on this site, you will soon run into the small limit on sounds and (especially) graphics slots. By breaking the limit on graphics, sounds and tiles, we could potentially create one community driven skeleton d-mod that includes every graphic ever contributed with hardness, depth and other values already set and without a need to choose between which to include or without having to make use of init() all the time, which is a very annoying and advanced process. With such a community skeleton file available, it wouldn't even be necessary to include all the graphics into each and every d-mod anymore but rather everyone downloads it once and pastes it into the regular Dink/Graphics folder.

- 99 Sprites on screen

I think we've all had this problem now and then where we want to make a truly impressive screen full of detail but we quickly run into this limit. Excessive use of fern, flowers, mushrooms comes to mind which can really bring a scene to life. Abolishing this limit would grant us more freedom and creativity to make our screens breathe.

_____________________________________________________

I hope I've gotten through to those of you who could assist in making this happen, because together with the advent of Shevek's new editor, we could really make a lasting change. We've seen an increase in people trying to start out with d-modding and I think I speak for many of us when I say some or all of these limits have been a huge disappointment at one point or another and a detrement to the creativity that we seek to express.