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January 20th 2004, 05:18 PM
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Right, here are the answers to all of your questions.

Please note that this is all ideas and subject to change, but this is about as polished as we have at the moment.

DMODs that are made before Windemere is released will run in 'classic mode', where freescrolling is turned off and it's essentially vanilla dink, but more uber.

DMODs that are made for Windemere can run in what might be called 'uber mode' or something (hell, I dunno). While current Dink maps are made by editing a huge 32 by 24 cluster of screens, the Windemere editor will use a very different approach.

Each map is divided into 'segments', which are equivalent to screens. Each segment is 'tied' to up to 8 other segments (north, south, east, west, ne, se, sw, nw). This means that there won't ever be any problem with accidentally being able to walk into an adjoining segment (ie walking straight from a desert into an ice segment) because if the two segments aren't linked, then you can't walk between them.

A new area is created by telling the editor "Ok, make me a new isolated segment". You then add whatever you want to that segment (sprites, land, tiles, etc) and create a 'cluster' (read: area) by creating more segments and linking them together. Think of clusters as islands of screens, floating in a big huge void and completely isolated from each other. So, for instance, you'd make a cluster and call it "Dink's home". You'd make it x segments big, and pretty it all up. Then, in other cluster, you'd make a door, and set its touch() to 'move dink to this segment', just like we do now.

Any comments, questions?