Reply to Re: PyDink player demonstration
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Well, once you implement everything you talked about in the video, it sounds like it'll be a great improvement of the original. As for anything that I'd like to see added that I'm not sure you've done/mentioned:
-I would love it if the game was properly paused when the inventory was opened. In the original game, any wait timers that are in effect when the inventory is opened will continue running.
-Fixed missiles would be cool (where they always go the proper speed, and where they don't hit text or dying enemies) and something I can actually probably help you with a bit if you need it. You can also use my exploding missile fix as a reference, and check out my post (#31) at this link to see how I managed to abate the doubled speed problem, although fixing it in the editor would be a little different, I think.
http://www.dinknetwork.com/forum.cgi?MID=172046&Posts=31
-You mentioned something about the editor converting scripts? A script converter from DinkC to ShevekC would be an awesome addition if this doesn't already exist. I realize a reversed converter that goes from ShevekC back to DinkC would probably not be possible, but that is fine.
-Adding a delete savegame() function. (minor, but it could be useful)
-Make it so sp_kill_delay() works in weapon functions to get rid of the attack delay. (also minor, and whether you add it should depend on whether you want the engine to be like Dink, or like an improved Dink)
Some of those are changes I was planning to make to engine before I figured out I didn't know what I was doing. Even if you don't add any of the stuff above, it'll still be a really cool engine. If I could only pick one thing from my list, my most prized choice would be a script converter. If I could pick a second, it would be fixing the inventory wait() glitch.
If I think of any more, I'll let you know. And thanks for your hard work.
-I would love it if the game was properly paused when the inventory was opened. In the original game, any wait timers that are in effect when the inventory is opened will continue running.
-Fixed missiles would be cool (where they always go the proper speed, and where they don't hit text or dying enemies) and something I can actually probably help you with a bit if you need it. You can also use my exploding missile fix as a reference, and check out my post (#31) at this link to see how I managed to abate the doubled speed problem, although fixing it in the editor would be a little different, I think.
http://www.dinknetwork.com/forum.cgi?MID=172046&Posts=31
-You mentioned something about the editor converting scripts? A script converter from DinkC to ShevekC would be an awesome addition if this doesn't already exist. I realize a reversed converter that goes from ShevekC back to DinkC would probably not be possible, but that is fine.
-Adding a delete savegame() function. (minor, but it could be useful)
-Make it so sp_kill_delay() works in weapon functions to get rid of the attack delay. (also minor, and whether you add it should depend on whether you want the engine to be like Dink, or like an improved Dink)
Some of those are changes I was planning to make to engine before I figured out I didn't know what I was doing. Even if you don't add any of the stuff above, it'll still be a really cool engine. If I could only pick one thing from my list, my most prized choice would be a script converter. If I could pick a second, it would be fixing the inventory wait() glitch.
If I think of any more, I'll let you know. And thanks for your hard work.
