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We have had this discussion several times, and I for one am all for it !!. I even looked into learning c++ just to do it myself. If I did that, with my life and schedule, it would be ready by 2016 or so...
Before you get too far, I STRONGLY urge you to look at the IETME editor used for the Infinity engine (Baldurs Gate) The editor is freeware;
http://www.teambg.com/?page=tools/graphicalarea and enables you to make maps in a way that the dink community could instantly use and love. I wouldn't even be too worried about making the new engine reverse compatable with the current mods, because after all, we do have an engine to run them.
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Your list?, sure, I'd like to keep in touch with this project. For the curious, Infinity games like Baldurs Gate are very similar to Dink, mabey desended from Dink, but the maps made by IETME are large, and scroll sideways and verticaly while the player moves around. Yet the maps are simpler, when a tree, rock or other object is placed on the map, it becomes part of the bitmap. parallel images are made for hardness, and where sprites dissapear behind buildings. That way the only sprites needed are active creatures. But for scripting Dinkc realy is the best. It might be so easy to make an engine that looks great, yet is as easy as Dink.
Before you get too far, I STRONGLY urge you to look at the IETME editor used for the Infinity engine (Baldurs Gate) The editor is freeware;
http://www.teambg.com/?page=tools/graphicalarea and enables you to make maps in a way that the dink community could instantly use and love. I wouldn't even be too worried about making the new engine reverse compatable with the current mods, because after all, we do have an engine to run them.
<edit>
Your list?, sure, I'd like to keep in touch with this project. For the curious, Infinity games like Baldurs Gate are very similar to Dink, mabey desended from Dink, but the maps made by IETME are large, and scroll sideways and verticaly while the player moves around. Yet the maps are simpler, when a tree, rock or other object is placed on the map, it becomes part of the bitmap. parallel images are made for hardness, and where sprites dissapear behind buildings. That way the only sprites needed are active creatures. But for scripting Dinkc realy is the best. It might be so easy to make an engine that looks great, yet is as easy as Dink.