The Dink Network

Reply to Re: Graphics in the future?

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:
 
 
September 6th 2003, 06:52 PM
pq_frog.gif
Ric
Peasant They/Them Canada
 
I wouldn't want buildings bigger to match dinks size mainly because dink (and other people) are large enough that you can't put a big dragon, or horses, or giant monster on the screen without crowding. Going smaller lets more action happen on the screen without the player getting crowded off and onto the next screen. I guess I'd just like to make a dragon act, well, kinda dragonish.
Half size is too small, but 80% looks good.
32 bit is great, but some weaker systems (ya, like mine... ) slow down with 32 bit. And 32 bit is good enough for photo quality. For game animation 16 bit or 24 bit would be a good comprimise.
Mabey gamename.ini should have a line specifying the color depth. As is Dink will usually run high color bmps (aproximating them in dink pallete,). As long as it continues to do so, I guess we'll just have to see what graphics become available.
Hey! I found some great Blender tuts here,http://blendedmind.i8.com/tutorials.html
Now I'll have complete new graphics in , erm....6 years.
Or so.