Pondering something
So, today someone joined Bluedy's discord, and mentioned not liking the "not smooth animations" - this got me thinking, since Seth released the models, couldn't someone re-render all the sprites to have more frames? I think you'd have to change the sprite timings in the dink.ini too to make that work...
Any thoughts anyone?
Any thoughts anyone?

yeah no one's gonna do that. ded game ded community
Hello there Skurn. I thought you were "ded" (dead). It turns out you were just missing.
Though I hate to say it, I think you are probably right about there being little chance that someone might re-render all the sprites to have more frames. We must accept that Dink will stay pretty much as it is now. Oh well, that doesn't mean we can't have fun.
BTW, did you try the new 1_2.00b2 release of Periculo Island? ;->

Though I hate to say it, I think you are probably right about there being little chance that someone might re-render all the sprites to have more frames. We must accept that Dink will stay pretty much as it is now. Oh well, that doesn't mean we can't have fun.
BTW, did you try the new 1_2.00b2 release of Periculo Island? ;->
Well, there's nothing stopping the individual in question from downloading Max R1.2, re-rendering everything for all angles, rendering and applying new shadows, and altering all instances of sp_pseq on sprite 1 so that they line up with the new frames
Until then, there's a motion blur shader in ReShade that will mask it somewhat.

Until then, there's a motion blur shader in ReShade that will mask it somewhat.
We have the models but most probably not the animations, so we'll never have the exact same animations at a higher framerate. TBH we shouldn't even bother with making dink look good on it's old ass engine. We should do like daggerfall unity and make a dink unity.
a better choice would be to just straight up use a game engine that is actually open source such as Godot Engine. Unity Engine is still closed-source and in top of that, John Riccitiello is the current CEO of that company and he used to be the CEO of EA who brought microtransactions into games (along with some other stupid ideas)
a better choice would be to just straight up use a game engine that is actually open source such as Godot Engine. Unity Engine is still closed-source and in top of that, John Riccitiello is the current CEO of that company and he used to be the CEO of EA who brought microtransactions into games (along with some other stupid ideas)
Personally, I would never use anything that is on the unity engine because of John Riccitiello, even though the Unity platform itself is pretty respectable. Besides https://godotengine.org/ is a great platform too.
Personally, I would never use anything that is on the unity engine because of John Riccitiello, even though the Unity platform itself is pretty respectable. Besides https://godotengine.org/ is a great platform too.
Seth also quietly re-released Novashell recently in case anyone wants to give that another go

that actually sounds great! novashell always seemed like a great alternative to the dink engine. it seemed like an alternative that should've surpassed the original a long time ago, actually.
EDIT: it's not actively being worked on
shame
EDIT: it's not actively being worked on
shame
"I don't actually recommend using it, but pretty cool for the time and I'm sad I never ended up using it for the big RPG I was dreaming of."
mf could build a small studio out of the community here and release his big RPG that he dreamed of. just sayin.
mf could build a small studio out of the community here and release his big RPG that he dreamed of. just sayin.
Sadly that's unlikely. Not only are there few active members here, but they probably wouldn't have the time to be involved in something like that unless they were officially hired.
That said, it would be nice to see a finished game made with Novashell, it's been around so long.
That said, it would be nice to see a finished game made with Novashell, it's been around so long.
I was in no way serious with my suggestion to actually use it
. The Lua syntax of Novashell is convoluted and clunky, and I think I gave up on it back in the day when I couldn't figure out a "say_stop()" equivalent and checked the documentation only to find large blank spaces everywhere. By the end of its life, Seth was mainly using it as a map designer, which it excels at even today. It's still worth checking out the included top-down RPG and Dink demos if you haven't before though, just to imagine what could have been.
In terms of a Dink port, it looks like Seth was actually going to implement a full-fledged map importer at some point but never finished it.

In terms of a Dink port, it looks like Seth was actually going to implement a full-fledged map importer at some point but never finished it.
beer invaders is the greatest example game of all time.
I think I gave up on it back in the day when I couldn't figure out a "say_stop()" equivalent and checked the documentation only to find large blank spaces everywhere.
Yeah, Seth really needed to release something on the engine. That way there would be something for modders to ape off of, and he would've had to refine the engine further. WHAT A RIP.
Yeah, Seth really needed to release something on the engine. That way there would be something for modders to ape off of, and he would've had to refine the engine further. WHAT A RIP.