LPJoBo's Profile
I am from Sweden and intrested in PC hardware, C/C++ Programming, languages and game design.
- And of course Dink Smallwood.
2006-10-20 I started correcting the free source code of Dink Smallwood 1.07 in order to understand the system of the game, lucky I have Visual C++6 Standard, otherwise I had been stucked.
Unfortunatly I do not have the MS VS .net 2005 that is necessary using the Dink Smallwood 1.08 source code, but I turn each coin to get there(-oh, saving, saving and saving.....).
Really cool, that RTsoft has released them, that gimme a wonderful opportunity to learn game programming the hard way, bless them.
After all, most programmers these days work on code others have made, at least according to my books on the related topics(-thought- a good way in, perhaps / perhaps not).
I really like tough challanges, it gives me much to live for.
Even if I fail I do not care, it will have been fun trying.
- And of course Dink Smallwood.
2006-10-20 I started correcting the free source code of Dink Smallwood 1.07 in order to understand the system of the game, lucky I have Visual C++6 Standard, otherwise I had been stucked.
Unfortunatly I do not have the MS VS .net 2005 that is necessary using the Dink Smallwood 1.08 source code, but I turn each coin to get there(-oh, saving, saving and saving.....).
Really cool, that RTsoft has released them, that gimme a wonderful opportunity to learn game programming the hard way, bless them.
After all, most programmers these days work on code others have made, at least according to my books on the related topics(-thought- a good way in, perhaps / perhaps not).
I really like tough challanges, it gives me much to live for.
Even if I fail I do not care, it will have been fun trying.
Reply to redink1....
Concerning:
//redink1 comment starts here
- Make a new DMOD type with file extension *.dmod2, which shall hold everything except extra graphic and sound made by the DMOD maker.
Why? How would someone play a D-Mod that doesn't include all of the graphics and sounds?
//redink1 comment ends here
-----------------------------------------------------------------------------------------
This does only mean that *.dmod2 will hold references to only included graphic basically to save storage and produce a simpler DMOD structure with lesser files, the additive graphic and sound made by a DMOD author shall use the classical method of storing them in their respective folder.
I'm sorry if I have been fussy about it.
Concerning:
//redink1 comment starts here
- Make a new DMOD type with file extension *.dmod2, which shall hold everything except extra graphic and sound made by the DMOD maker.
Why? How would someone play a D-Mod that doesn't include all of the graphics and sounds?
//redink1 comment ends here
-----------------------------------------------------------------------------------------
This does only mean that *.dmod2 will hold references to only included graphic basically to save storage and produce a simpler DMOD structure with lesser files, the additive graphic and sound made by a DMOD author shall use the classical method of storing them in their respective folder.
I'm sorry if I have been fussy about it.






