The Dink Network

The inability to upload

December 15th 2004, 04:39 AM
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You know what sucks? The fact that the upload section of the page in currently not active and has been since the move. Why? Are they too lazy to bother? And I emailed my file (a beta of my Super Skeleton dmod) to the network's admiinstrator days ago and guess what? It still isn't up? What is the point in emailing it if it doesn't get put up?

New: I have considered what redink said about the fact that it should be a turorial dmod. I have relealised that it is in fact an amalgamation of a tutorial dmod and a skeleton dmod and so have renamed it Super Tutorial dmod.

There is one flaw in this though. Tutorial dmods are usually playable (well with a tiny map that is), but this one isn't at all playable. That is why I think it is an almigamation of a skeleton dmod and a tutorial dmod.
December 15th 2004, 04:41 AM
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carrie2004
Peasant She/Her Canada
*chomp* 
I think redink1 is doing a lot,plus he had his finals and all.You need to email your dmod directly to him,that's what he told me.
December 15th 2004, 09:25 AM
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Chrispy
Peasant He/Him Canada
I'm a man, but I can change, if I have to.I guess. 
Sometimes people also e-mail dukie or tal the D-mods, but, well, if you email dukie (no offence there bub) it might not go up for a little while.
December 15th 2004, 12:18 PM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
I don't think d-mod skeletons are allowed to be posted any more. That may be why it isn't up yet.
December 15th 2004, 12:45 PM
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Really? Any idea why?
December 15th 2004, 12:53 PM
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From my experience they are quite helpful.
December 15th 2004, 01:09 PM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
Because we have enough and it doesn't take much effort to actually make them. From what I remember, redink1 didn't want the community to be flooded with a bunch of slightly different skeletons. However, he didn't add a disclaimer about them, like the midi packs, so I don't know.

*summons redink1*

...it may be a bit.
December 15th 2004, 01:31 PM
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Weel mine isn't justr slightly differnent or particularly easy. I have just begun and already it is QUITE different and a LOT more comprehensive (for example it has skeleton scripts as well) and help files.

Besides the only reason I am doing this is because I think the other two are too simplistic and not complicated and comprehensive enough.

I only want to help out other new dmod authors so that figuring out scripts is easier. I want to help them avoid some of the fustrations and troubles I have had. There is enough as it is beacuse of seth's useless and lazy programming.
December 15th 2004, 04:36 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Curse you Striker! No summoning!

*shakes fist in air to sound of thunder*

But yeah, as el Striko said, Skeletons are sort of 'banned.'

The original goal with the banning of new skeletons was to create a true Skeleton that would replace the existing ones... but time passed, memories faded, and things did not get done. Or perhaps I decided one of the existing ones accomplished that goal, I do not remember.

What the heck do I mean by a true Skeleton?

I have not looked at yours yet, but from your description, it sounds like a Corpse. Amazingly, I don't mean that in an insulting way.

See, a (real) skeleton is just a collection of bones. It isn't really complex.

For example, Mr. Mad Scientist likes to create new 'people' with completely unique skin, organs, and all that jazz. He could order "Super Skeleton With Lungs!" from the catalog, but he opts for "Basic Skeleton" with just the bones. If he starts buying the ones with lungs and meat and eyeballs (corpses) his creations won't be as unique. They'll all be governed by the skeleton he buys. If he opts for the basic model, he can add lungs if he wants, but he doesn't have to.

I do appreciate your good intentions, though.
December 16th 2004, 02:58 AM
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Actually it won't be dictating anything to the author seeing as how the skeleton scripts will only mention what certain commands do in retrospect to certain scripting intentions.
December 16th 2004, 08:05 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
But why does that belong in a skeleton? A skeleton should provide a very simple and efficient template for a new D-Mod. It should not include instructions on what to do. Tutorials should do that.
December 16th 2004, 11:20 PM
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Chrispy
Peasant He/Him Canada
I'm a man, but I can change, if I have to.I guess. 
Maybe there should be a type of cross between a d-mod/skeleton/tutorial. Something that would let the new author play it, and it(the d-mod) would explain how to go about scripting the rest of the d-mod, allowing the player to finish it, and win the d-mod. You could also have another folder called, for lack of a better term, answers, with the correctly edited files in them.

You gotta admit, that would be a bit of a difficult one to pull off.

/ps weby-mastery guy, your google add just appeared right above *Please note: An account or pass...* line, and under the *Location: Home...* line in the reply page when I replied to the message. Any Idea what caused this?
December 17th 2004, 02:15 AM
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My way is easier, more efficient and quicker. Are you telling me people wouldn't appreciate that and that inlight of that there is no point to doing so? And my way helps the newbie author more than the normal skeleton dmod way.
December 17th 2004, 06:14 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Yes, but I doubt you can write tutorials better than those already released, so why bother with the new skeleton?

The other skeletons are adequate, and there are some exceptional tutorials on the network. Why try and make a new one?

On a lighter note, you shouldn't be trying to make a file like this when you don't know a terrific amount about how Dink works... just look at my Tutorial D-mod... ugh.

December 18th 2004, 01:49 PM
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Have you ever heard of looking at existing scripts and editing them down to skeleton ones? That is what I am doing! Anyone can do that as long as they can figure out what the script does, especially an intelligent, logical thinking person like myself.

And I did look at it... it was barely helpful at all. Downloading it was a waste of my limited internet time.

Besides what is wrong with trying to help people? I just want to make it so that they don't have some of the ridiculous and annoying frustrations I have had (although the ones that are inherihebt in the DinkC language will still exist and be an annoyance to them sadly).
December 18th 2004, 02:19 PM
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Most of us managed with just skeleton b, the Dink source, Seth's horrible attempt at explaining scripting (its on the CD), and a lot of Jack Daniel's.

But you've got a point, there might be an easier way. What does your skeleton explain?
December 18th 2004, 02:23 PM
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Well I am getting by on that stuff slowly, but I would prefer someone had already done what I am doing.

Oh and does it explain what?
December 18th 2004, 02:48 PM
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MiloBones
Ghost They/Them
 
"Actually it won't be dictating anything to the author seeing as how the skeleton scripts will only mention what certain commands do in retrospect to certain scripting intentions."

I thought you'd be explaining something???

Anyways, a few things come to mind as needing explanation, although a "skeleton/tutorial" would only explain a couple.

1. Placing sprites and tiles
2. Changing sprite properties in the editor
3. What a script is (when attached to a sprite)
4. The "sp_" system
5. Basic commands like say
6. Base scripts, visions, and the hard map.

Good luck.
December 18th 2004, 03:28 PM
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Thank you I hadn't thought of some of those yet. Although they are all covered elsewhere I will include them as I am trying to be as comprehensive as possible (although "the editor" will have to be WinDinkEdit since I am not touching DinkEdit cause it is crap while WinDinkEdit is very very good).
December 19th 2004, 06:05 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
I've got some skeleton scripts I use when making d-mods... but I doubt anybody else would want them.
December 19th 2004, 12:52 PM
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Well I know I personally would appreciate that sort of thing. Maybe you should post a forum message about them asking how many people are interested, letting people make their own minds up instead of making it up for them.
December 19th 2004, 01:05 PM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Because they are MINE. I don't want you lot getting your filthy mitts on them.

But anywho, most people script conversations in different ways, so generic scripts wouldn't work. I doubt a generic Cloud Castle 2 conversation script is what most people would want as the norm, is it?

Unless you're aiming for a release date of 2008, that is.
December 19th 2004, 04:49 PM
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emotion
Peasant He/Him
 
I remember once when a horrible child called Jamie released something similar to this, bad memories, baaad memories....
December 19th 2004, 05:18 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
yes, yes, yes.
THOUGH, Skeleton B just sucks. It's bad, it stinks, and it screws up your dmod.
December 19th 2004, 05:29 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Agree. Go EasyDinkC-skeleton-DMod!!
December 19th 2004, 06:19 PM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Ah, Jamie... I miss him almost as much as that stomach ulcer I once had.
December 20th 2004, 01:14 AM
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Chrispy
Peasant He/Him Canada
I'm a man, but I can change, if I have to.I guess. 
I'd prefer the ulcer. You know that with medication, it will, get better.
December 20th 2004, 04:18 AM
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I AM going to test it first to make sure that doesn't happen.
December 20th 2004, 04:28 AM
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emotion
Peasant He/Him
 
Wait, you're still into the idea?
December 20th 2004, 05:01 AM
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carrie2004
Peasant She/Her Canada
*chomp* 
*shakes head*
*pats emotion on the back*
We'll never understand...just accept it.