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Reply to Re: New *WORKING* cross-platform editor

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December 6th 2012, 08:11 AM
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shevek
Ghost They/Them
 
More news: despite the lack of feedback, I have made improvements again.

The main feature I have added is the ability to decompile existing dmods. This means that they can now be sort of edited with PyDink. Sort of? Yes. I don't decompile scripts. So it is possible to see the tiles, the sprites (including warp), the custom artwork (which can then also be reused by other PyDink projects), but it is not possible to compile them back into a dmod. If you want that, you will need to convert the scripts yourself.

As a bonus, decompiling has several sanity checking features which may catch bugs in particular in dink.ini. For example, I used it on MsDink's shady stranger graphics pack, and it saw that she was setting some details of sprites that don't exist.

And I'll be a bit more explicit this time: I'd really appreciate you to try this out and tell me what you think about it. For example, just try to copy my actions from my dmod-making screencast. And if you want to, but don't have time, tell me when you do expect to try it out. It motivates me to know that people appreciate my work. I like the positive replies to my previous messages and would really like to hear people's experiences with the editor.