iGame3D wrote:As a developer I'd like more freedom in monkeying around with DSB.
Being able to bind more keys and especially to bind a key to restarting/reloading
the dungeon quickly so I could see what horrors my script changes cause more
quickly. It takes about a minute or two to load DSB on the emulator after quitting.
I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.
Hmm, some of this may be doable. It would certainly not be difficult to make DSB just re-parse a lua file. However, it'd then be your responsibility to make sure that running it twice doesn't do anything funny (it'd not "unload" the file as such, just reload it in again)-- because the dungeon.lua is compiled and then that is what is used to play the game, that's trickier.
iGame3D wrote:How should I attempt to play with the PNGs and is transparency supported?
Yes, transparency is supported. DSB had alpha channel support before PNG support, actually; you just used to have to use TGA files. You still can, but PNG files are smaller so some people prefer them.
Check out alphahaze.png in the test dungeon. It's a replacement teleporter haze with an alpha channel.
iGame3D wrote:BTW is this strange garbled text in the right hand column suppose to be there?
Maybe its just an emulated thing.
The Mac is reporting the key names with lowercase characters, which are rendered as spell symbols in DSB. For example, L<spells> is Left, because pal is e, mon is f, and so on. Windows uses all uppercase so I hadn't seen this before.
iGame3D wrote:It changed the dsb.ini with this:
Those are the settings you chose. Rather than try to come up with intuitive key names and then have to parse them, it was easier for me (and easier for users, too, I think) to just have a configurator built into the program and let you press the key you want-- the values saved are used internally by Allegro and I'd assume they're scancodes or something, but I'm actually not sure what they are, or if they're even platform-independent.