The Dink Network

Questions

May 25th 2003, 11:55 PM
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Lavrik
Peasant They/Them
 
Why dont Dmods ever contain intros ((u know 3d intros)) Wouldnt it give a better feeling of the the DMOD sort of like a head start.

Why cant dink engine handle anything but crapy colors its annoying.

Why dont any of u use acid u could make music to ur own feeling and its pretty dang easy to.
May 26th 2003, 01:00 AM
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gustav
Peasant He/Him
 
Hmm. Did you consider how much space a 3D intro would take up?
May 26th 2003, 01:16 AM
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Lavrik check out "Between the Shadows" - Look how big it is, and look how long it is. It only handles crappy colours because that's all it needed to. If it handled exquisite colours it wouldn't work so cleanly on people's PC's. Back then graphics weren't too intense anyway
May 26th 2003, 09:26 AM
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Lavrik
Peasant They/Them
 
Ive seen it but thats not realy that much considering the fact that now stuff takes up less space especialy if u save in special formats.
May 26th 2003, 11:44 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
But can D-Mods play these special formats? Nope.
May 26th 2003, 01:38 PM
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Lavrik
Peasant They/Them
 
Isnt it possible to get into the engine and tell it to do more powerful stuff?
May 26th 2003, 02:53 PM
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Dukie
Peasant He/Him
 
It is, but only if seth gave us the source code to the engine. And he still doesn't want to give it to us, the fellow
May 26th 2003, 07:21 PM
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Lavrik
Peasant They/Them
 
maybe he wont ever give it to u but i did find some program that presumably can open DAT files
May 26th 2003, 10:36 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
umm, what diffrence will that make? I know the contents of all the dat files, and there is nothing of use.
May 27th 2003, 04:27 PM
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Lavrik
Peasant They/Them
 
What r data files for then?
May 27th 2003, 04:56 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
They are the map.

Map.dat = tiles, scripts, and hardness indexs.
DInk.dat = index to tell which screens are used and what their properties are (attached script, midi, ect)
Hard.dat = hard tile maps.

You can read all about them in a file I released called 'The Ultimate Dink File Format FAQ' it is a tad messy and I will probably re-write it some day.
June 22nd 2003, 04:49 AM
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MadStalker
Peasant He/Him Finland
tag line 
Buhuu, mean Seth won't give us the source code. Me wants source! Me wants source! Buhuu dangit Dink engine is really crappy with those 8-bit colors. Try to imagine Dink with 16-bit colors... ahhh yeah
June 22nd 2003, 10:09 AM
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You could just make the intro sepretaly, put it in the Dink Directory of your d-mod and then tell others to just open up the directory and file to view the intro...
June 22nd 2003, 10:11 AM
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Thats possible, but 50% of the dinkers dont open the readme file or read the line "play the movie"
June 22nd 2003, 10:15 AM
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that's true, in the actual d-mod you could imply that they should open the file, such as, Dink would be on the screen saying, "To see the intro, please look in the <d-mod> directory for file intro" then continue the game.
June 22nd 2003, 11:21 AM
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You could e.g. show a password in the end of the intro, which you'd have to input in the start of Dink to play the game. (if it's necessary for the plot etc.)
But.. I think it's sorta complicated. So I prefer to have only 1 .exe to play the game, or not have a fancy intro at all.
June 23rd 2003, 02:12 AM
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MadStalker
Peasant He/Him Finland
tag line 
Oh no... most dudes would (even if you said that watch the demo) probably say: "WTF!! What password?? What intro??? WTF!!" And then you would get looooots of stupid emails. That would sux0r so I'd prefer an intro in Dink engine.