The Dink Network

Reply to Re: shevek creates a DMod! with PyDink

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:
 
 
November 12th 2012, 07:53 PM
wizardg.gif
Leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
let moving sprites actually move in the editor.

Not sure what you want here. Do you want sprites with a brain to walk around the map screen in the editor, or do you want to see a cutscene in the editor…


Well either would be fine, but the cntrl-p thing sounds fantastic, and also disputes any reason to have those.

make the background sprite draw into the tiles and not count as sprites.

I hadn't thought of this, but that would actually be quite easy to do. Since I'm compiling anyway, I can just generate a map script which draws them in its main function. I'll keep it in mind.


I want this because what I found is that I seem to put a lot of focus into mapping, which means I used background sprites on I think every screen but one. Some of them really add up though and there's been quite a few times I've hit the sprite limit. So it'd be nice for me to paste things right onto the tiles. From what I saw with the background layer - the one that made sprites slightly transparent - it seems like that would be good to discount those sprites, as they are meant to go only on top of the tile.