Reply to Re: Windemere questions
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Okay:
1) You don't have to compile them - the engine does it automatically. You can though, and the engine will read them just fine.
2) I'm sure there's a way. Keep that in mind -- you'll probably have to suggest it again.
3) Yeah, you can make a sprite transparent. The engine supports 32-bit (24 + alpha).
4) It would be possible, but I haven't programmed it into DinkC++ or anything.
5) Well, the best way to do this would be to keep the old move command for compatability and use a new one for auto move. But it shouldn't be too hard to get it to change automatically. I can see some problems though. What if you want a sprite to move without changing direction? And what if a sprite only has one frame?
6) Deadline for what? The editor takes up time, yes, but WC should be doing something (*cough*or the rest*cough*). There's always a chance for a release this month, but I have a school project to do, Francis abandoned me and got a job doing some web design crap, and let's not talk about the third guy.
1) You don't have to compile them - the engine does it automatically. You can though, and the engine will read them just fine.
2) I'm sure there's a way. Keep that in mind -- you'll probably have to suggest it again.

3) Yeah, you can make a sprite transparent. The engine supports 32-bit (24 + alpha).
4) It would be possible, but I haven't programmed it into DinkC++ or anything.
5) Well, the best way to do this would be to keep the old move command for compatability and use a new one for auto move. But it shouldn't be too hard to get it to change automatically. I can see some problems though. What if you want a sprite to move without changing direction? And what if a sprite only has one frame?
6) Deadline for what? The editor takes up time, yes, but WC should be doing something (*cough*or the rest*cough*). There's always a chance for a release this month, but I have a school project to do, Francis abandoned me and got a job doing some web design crap, and let's not talk about the third guy.