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February 13th 2013, 04:28 AM
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No problem, thanks for taking my feedback into consideration.

It's a bummer that a DMOD that's already being created can't be very easily converted. I imagine that a method to convert DinkC to PyDinkC ( ) would be possible, but it could take some time to make. On the other hand, it's nice to know that you can compile an older compatibility version of a DMOD you are making.

As for the things that are fixed in your engine, like the wait() not being paused in the inventory: awesome! It's fine that they aren't fixed when compiling to an old engine format because, well, that only makes sense.

The config idea sounds great! That way, it's easier to save raw numbers/strings instead of just true/false.

sp_kill_wait() was originally designed to skip to the proper frame for attacking with Dink, so that he doesn't stand around paused for a while. It doesn't actually do anything at all though from what I can tell. Thus Dink can end up standing around for a moment after you hit the button before he actually begins his attack. If you are changing the frame the moment that the button is pressed in your engine, you have already fixed this problem.

Also...
I don't have any idea how you do it now, but for things like editor sprite limits on a single screen, I guess a warning could be displayed when a screen is no longer compatible with the original Dink Engine (when you've passed the max number of available without the PyDink engine).

I'm wondering though, does your engine support strings as variables? If so, how would this be reverted back into normal DinkC to make a compilation for an older engine?