The Dink Network

Reply to Re: New D-Mod: Sour Gummy Worms

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
July 16th 2015, 05:43 PM
peasantmp.gif
Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
Wow, seriously. Duck this engine. First background I made in 24 bits worked perfectly fine. Then I try to make another one and it doesn't work. So I save it in 24 bits, ducked up and overwrote the other one, so I went back and retrieved it, so now I have 2 24bit bmp sprites.

Dink has decided to display them in a different hue in the editor, and a sprite I didn't even edit at all, but is in the same sequence, no longer displays and just does touch damage wherever it wants on the screen instead of the small box I originally gave it.

SETH, GET IN HERE AND REWORK YOUR DAMN ENGINE! IT'S LIKE THERE'S SOME HIDDEN VALUE THAT NOTHING BUT DINK READS IN A BMP. THIS SHOULD BE WORKING.

EDIT: The solution - Irfanview. Just...save it again. Same everything. Different anyways. There must be some hidden value. There has to be. But what causes only gimp to export a different 24-bit bmp...I have no ducking clue. Maybe it's the RGB values. There's only one option when exporting 24-bit images.

If there's a bitmap genius around here who is offended by my ideas/view on bitmap workings, speak up, because I'm just making observations based on the weird bullshit bitmaps do. Maybe I should've switched to indexed after finishing editing. Who ducking knows?

Actually, I think they do need to be indexed 24-bit bmps. So, there you go. Now you know mspaint and irfanview export bmps as indexed.

Or maybe I'm wrong. Again, any bitmap geniuses?