Reply to Re: shevek creates a DMod! with PyDink
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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.
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.