The Dink Network

WDE stuff

June 28th 2003, 12:16 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Thanks to Beuc, I now have a beta tester, he is quite a good one acctually, so hopefully I will get more crap going on this. The problem is that everyone who crys about how WDE sucks, never gives me their input on the program. What would make it better? What would you like to see? Post here and tell me.

(Please, no stupid crap like "Automatic D-mod completion" or "time travel", only post real ideas)
June 28th 2003, 12:43 PM
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Give the engine the ability to recognise .jpg or .gif or maybe a bit of a stretch but .mov files, then I'll be happy
June 28th 2003, 01:27 PM
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illusivefing
Ghost They/Them
 
sort of a built-in sprite replacer program would be nice...also add in the features that are in the original dinkedit but not in wde
June 28th 2003, 01:36 PM
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Why do we need WDE anyway?

The DE is superior!
It has more features than WDE, except for the two screens at once.
June 28th 2003, 01:38 PM
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not to mention the fact that dinkedit won't load on some people's computers
June 28th 2003, 02:23 PM
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Dinkedit is the greatest.
June 28th 2003, 03:41 PM
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Ric
Peasant They/Them Canada
 
WDE is realy exellent, but the only real thing it is missing is the built in hardbox editor.
June 28th 2003, 03:55 PM
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a built-in script editor would be nice as well, instead of it opening up other programs to make the scripts
June 28th 2003, 04:05 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Why would that matter? Dink does not support any other format besides .bmp. There is NO WAY to fix that unless I get the source.
June 28th 2003, 04:07 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
I often thought of that, but Paul made a sprite replacer program, and it would make is program pretty much useless if I added it. I rather not screw paul over.

If Paul says OK, then I will do it. Untill then, sorry.
June 28th 2003, 04:08 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
..Read the readme, those editors are in the program allready.
June 28th 2003, 04:11 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
A "cutscene" editor was proposed to me once..I didn't like it, but now I am thinking of adding such a thing. As far as a full blown script editor goes, I am still not sure. Every script editor has turned out really crappy. I imaged to make one just like a compiler. It would check scripts for errors and such, but that would take a enormous amount of work which I am not sure if it is worth it for WDE since no one likes the program to begin with.
June 28th 2003, 04:41 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
I use both dinkedit and WDE. dinkedit feels better, but WDE IS better. So I use DE for doing things fast and WDE because of the multiple screen thing and for tile hardness
June 30th 2003, 03:06 AM
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Or maybe just something that tells you what would happen in the script. I know that sounds kind of stupid, but like, if you ran a little protocol and it just went through your script and told you exactly what would happen, possibly even showing you? I dunno, sounds stupider and stupider as I type this, and I'm tired...

But a cutscene editor does sound like a really good idea, you could have options like where you simply drag sprites to where you want them and when, and it adds the move commands, and so on...
June 30th 2003, 04:19 AM
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tiles placing sucks in WDE

make it like in DE please
June 30th 2003, 05:26 AM
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Kyle
Peasant He/Him Belgium
 
Yeah, the cutscene editor would rock. Oh wait, didn't I suggest that

I've been trying to make one myself, but without a good GUI that displays things like WDE does, there's not really THAT much of an improvement.
June 30th 2003, 07:46 AM
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Paul
Peasant He/Him United States
 
Do ahead and add a sprite replacer if you want. I'm sure it will be alot slicker built into WDE than as a VB program.

I used all three programs on Mayhem and a one thing I missed from DE when I was using WDE was the way DE carries over the addributes of the last sprite you edited when you created a new one. It could lead to some problems too but it was also handy, so I would suggest making it toggalable. Or maybe when you right click a sprite it could give you the option "set as default" which would mean new sprites started with it's attributes. Then you'd also need a "reset default" up on a menu somewhere of course.

Another thing that seems harder in WDE, though it may just come form inexperience with, is possitioning a sprite presicely. The ctrl+arrow key method in DE makes it nice and easy.

Oh, and this is a wierd one, but I sometimes give sprite wierd brains, like 200 or 23, can't do that in WDE.

And of course, get that hard box editor in there!
June 30th 2003, 08:19 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
It could lead to some problems too but it was also handy, so I would suggest making it toggalable.

lol, yeah. In one of the rooms in Mayhem, everything has the script of a barrel containing a strength potion... hit the bed, the barrel-breaking animation plays and you get a strength potion, and so on.

And of course, get that hard box editor in there!

Really? I *hate* DE's hard box editor... I prefer to do it manually, so it is much more exact.
June 30th 2003, 01:09 PM
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Phoenix
Peasant He/Him Norway
Back from the ashes 
I guess he means that you can have wde convert .jpg and .gif to .bmp and also convert .mov files to .bmp sequences, thou I think that's a fairly uh.. useless idea, cuz the of the pallette issue for instance.
June 30th 2003, 02:07 PM
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Oppps.. I got confused about the topic, I thought you meant what changes to the engine would be nice...
June 30th 2003, 07:04 PM
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Paul
Peasant He/Him United States
 
Really? I *hate* DE's hard box editor... I prefer to do it manually, so it is much more exact.

Really? I've never had a problem using the DE hardbox editor (except with really big sprites). But anyway WC's going to write a better hardbox editor for WDE, I think we call all agree that's the best solution.

Here's an idea for it even, how about a quick way to edit the hardbox for a whole sequence at once (ideally while the animation played)
June 30th 2003, 07:25 PM
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trav666
Peasant He/Him
 
i hate the *16 bit?* colors in dink, whenever i make new graphics for it the colors are all screwey, is there any way to change it without having the source? simonk manages to make the colors look really good, anybody know what program he uses, and how he does it?
June 30th 2003, 07:47 PM
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the dink palette is 256 colors
July 1st 2003, 10:55 AM
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trav666
Peasant He/Him
 
whatever, i hate it!
July 1st 2003, 04:10 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
I refuse to make it like DinkEdit. Too clunky, and DinkEdit corrupts maps.
July 1st 2003, 04:37 PM
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Paul
Ghost They/Them
 
Fine, make yours slick and error-free then. Who suggested that it should be clunky or corrupt maps?
July 1st 2003, 09:44 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
I liked the animation thing, but then I got to thinking. What about sequences like the trees and such which should not be animated? Newbie d-mod makers all over would cry.
July 1st 2003, 09:49 PM
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you could have special cases for those sequences where it wouldn't animate them
July 2nd 2003, 08:01 AM
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Paul
Peasant He/Him United States
 
I was thinking you'd just have a nice visible "Animated" checkbox. It should be fairly obvious to uncheck it if your trees are flashing by in an insane manner.

Though come to think of it, for animated one you'd pick a whole sequence, otherwise you'd pick on frame, so that could be how it tells.