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The boomerang topic seemed inappropriate for a skeleton discussion, so I decided to start this thread.
The important questions are, what defines a skeleton, and what is a good skeleton like.
To me, the ideal skeleton has only the basic files every dmod needs, cleaned of unnecessary stuff (ie. unused lines in dink.ini) and the stuff that's used for original Dink. The idea is that the author needs to make no adjustments to the skeleton before he can start with the creative part of dmod making.
I'm a prefectionist, and to me a perfect skeleton is a very simple one. But that is just my opinion, and anyone who has another one, should share it.
The important questions are, what defines a skeleton, and what is a good skeleton like.
To me, the ideal skeleton has only the basic files every dmod needs, cleaned of unnecessary stuff (ie. unused lines in dink.ini) and the stuff that's used for original Dink. The idea is that the author needs to make no adjustments to the skeleton before he can start with the creative part of dmod making.
I'm a prefectionist, and to me a perfect skeleton is a very simple one. But that is just my opinion, and anyone who has another one, should share it.