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Reply to Re: shevek creates a DMod! with PyDink

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November 12th 2012, 02:46 PM
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Leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
That's pretty rad.
I think there should be a colored background for the sprite selection though.
And I repeat Sparrowhawk's questions.
Does each layer support 100 sprites, or is there still only 100 sprites total when you add up layer and visions?

Also, on a personal note, if I were to switch the editor I was using, it'd have to be for something major. While your improvements are fantastic, I'm not sure I'll switch to it yet. I'd only switch if there was something I could do on the newer one that I couldn't on the current one. Which seems to be layers, but I'm not sure if I'd ever use them. There are a few things I'd like to see in an editor. One being sprite-cropping. Now maybe I can do that in WinDinkEdit, but I certainly haven't figured out how-to. Another would be custom hardness drawing. Not like pasting a pre-created block. It would be something that would let me create a very nice and exact hardness for a house. Another, and this might be the most difficult to do, would be to let moving sprites actually move in the editor. The last one I can think of would to make the background sprite draw into the tiles and not count as sprites. Now it wouldn't draw into the main tile, only the one on that screen. I might be hoping for a little too much though.