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December 13th 2024, 08:10 AM
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Seseler
Peasant He/Him Heard Island And Mcdonald Islands
 
For my own d-mod making, I'm going to stay v1.08-compatible. I primarily test for compatibility with 1.08, HD and Yeoldedink (though I'm trying to make sure things work with Freedink as well), using YOD during the mapping process and then playing the sequence/scene/whatever through on 1.08 and HD.

Excluding YOD's debugging features (which are incredibly helpful, but don't matter for compatibility with the other engines) and Dinklua, I'm not aware of engine capabilites in any Dink port that I'm really exited about from development perspective*.
Wider image and audio format support is nice for saving disk space, and PNG gives translucency support (though both HD and YOD just averages the gamma-encoded values), but they don't feel like they're worth of breaking v1.08 compatibility IMO.
Increased sequence limit is nice I guess, but I'm hopefully not running out of sequence numbers soon.

Now the Dinklua, that is rather exiting, but there's lack of engine support and, well... it feels like it takes something away from the spirit of d-mod. Like, if I am using a sane general purpose programming language, why am I using Dink Smallwood engine in the first place? I guess that there is the shared world of the D-mods (is the "Cinematic Universe" the term kids these days use?), but is that it? Couldn't I just use some less shitty game engine with Dink graphics?

*From playing perspective, fast-forwarding in HD and YOD makes D-mods with unnecessary amount of walking around much better.

Edit: was there some D-mod that used its own engine? I think I played (or at least looked at) something like that at some point?