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Reply to Re: New dink-like game making thingie from RTsoft

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October 4th 2006, 11:07 PM
seth.gif
Seth
Peasant He/Him Japan
 
(whups, lost my reply by stupidly closing the window, dang firefox tabs!)

Hmm, the screenshots look complicated?

this screenshot might look complicated, but normally you don't see the pathfinding graph, it's built automatically behind the scenes from little footprint icons you place. I just have that on in the screenshot to show how it works.

You don't actually have to use the pathfinding or the Goal AI stuff, the side view mario-style example I have doesn't use them at all.

I'm trying to find the right balance between power/flexibility and ease of use - the engine does as much work for you as possible, for instance, the way doors are handled is very intuitive to use - if you cut and paste the inside of a house to another map, the door warping will still work right. (everything is based on names, not X/Y/screen #'s or whatever)

For how powerful a computer is needed, I really haven't done many tests so I hope you guys can help me out on that. All I know is it runs fine on the cheapest minimac and my 1.2 ghz laptop that has a pretty crap mobile radeon card.

It only uses the most basic Open GL calls, but I'd guess that is going to be the biggest compatibility problem right there.