The Dink Network

Reply to Re: Some self-indulgence

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
June 17th 2012, 01:53 PM
dinkdead.gif
I did look at MouseDink when it was released, but I admit pretty briefly and not at all since.

Anyway, a few of my thoughts:

"I think people may be criticising the gameplay before they master it."
Even if the normal hit-and-run Dink gameplay style might be a bit boring, this may be a reason why MouseDink isn't used by anyone yet.
Your D-Mod would have to be very good to make people want to continue playing it and learn the new movement and fighting system.

Plus, many developers have a fairly basic knowledge of DinkC and how it works (not that you need advanced knowledge to make good D-Mods!) and implementing MouseDink would be a right headache.

As for the scripting elements from MouseDink, people don't use them because normally there's no need to unless you're doing something fancy.
Your FIFO tutorial is great though, and really helpful

Perhaps I should give MouseDink another try sometime soon...

Edit:
I have used several of your scripting tricks:

Juggle variables: Or at least juggling scripts with wait() to keep the mouse position when changing screens. This is used in Bug Mania (with your help )

Supervars: I'll be using your scripts in Shrine of the Dragon probably.

Infinite loops, and looping with a wait_for_button: used a lot in Broken Windows.
Didn't get these ideas from you though

Dividing with integers: I've often wanted to move things in odd directions, with smooth corners and more diagonals, so this may come in useful one day...