The Dink Network

Dink Smallwood HD for Windows beta available to try

September 1st 2010, 04:11 AM
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Seth
Peasant He/Him Japan
 
Hey guys.

Anyone up to helping me test my new Dink version? It's still missing some stuff and it isn't going to run on older computers (needs GL.. but shouldn't require anything fancy..) , but it does have some neat new features.

For anyone brave, you can download it (shhh, secretish) here: http://www.rtsoft.com/dink/DinkSmallwoodHDInstaller.exe (40 mb.. yeah, big. But it does include the full original CD soundtrack with it, so that adds a bit)

Does it run ok? Do you notice any bugs, especially with DMODs? This is essentially the iPad version with the touch-controls turned off, so anything I fix here will also help with the mobile versions.
September 1st 2010, 04:42 AM
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I'll download it and report back. sounds cool
September 1st 2010, 04:43 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
* Blinks* Looks around, secretly clicks and rubs hands together... slinks off into the darkness to play........

Edit: Oh its so pretty! heh but really hate the whole screen changing colour to match whoever says something... also quite sluggish when entering a new screen and when going up I get a black line right across the entire screen but not on any other direction of screen change. Warps on the other hand are smooth as.

Black line

Also have a black (see through) rectangle around text.

Like the sprites/scenes, theyre bigger and clearer sort of... smoother? Don't know how that works, but looks good

I really like the selection thingi ma bobs as well - nice and smooth scrolling, easy to read.... But the word "New" doesnt look right looks like Nen

Dink stands on the inventory box - could shift his position up a tad (yes a tad IS an actual measurement hehe)
Dink stands too low

Addons/Dmods
Not sure if I am doing it properly but when I try to get an addon/dmod from the forum it 'times out'This could be the fact the forum doesnt let you load the download page... just maybe...

Cut and pasting dmods works fine and Furball looks AWESOME on there - really nice interface for the dmods to select from - great job! Me likey!

SOme of the sprites (in Furball) which look fine in the regular game have huge white or black backgrounds (darnit it has to be my video card huh *sigh*) Its not the original ones just the ones I made and added.

Geesh I can't believe I have to 'upgrade' to play DINK hahaa!

OMG I LOVE the TAB !! Now THATS super fast haha awesome! He just shot through 3 screens before I could stop him *dies laffin*

Not so keen on the restart Game taking you to the same screen as the quit button. The uninstall works great.

Also when I start another dmod it shows a white square down the bottom (quite fast) Also has the black see thru square round the numbers when you kill a monster (can't help it the pill HAD to die!) and screenlock shows up as a skinny red line (no screenloc graphics)Also a glitch drawing the screen - killed mum in The begining of evil and her dead sprite didn't show up - went outside and came back in and it was there but Dink moved quite fast - not sluggish like he was.

The new sequence I added (dink dying) plays through as it should (in Dink V1.08 it then stops as intended) but in DinkHD it continues and reverts to play the original dink dying sequence after mine runs out, (there are less sprites than the original sequence but even so, v1.08 doesn't revert and stops when it should)...

When this is released we should see a huge influx through the forum I think - its very nice to look at Good job you!

ps Saw scratchers note on Basilik Smile and heres the error mssg really helpful huh Dont like the clipping on the diagonal sprites - even the originals have white around them now (refer that pic)

Interface in add ons cuts off the bottom bit - just looks unfinished, can't resize the window so... move them closer together?
cut off
It also sort of rewraps speech/text in older mods where there are longer sentances... has a long line then the other half of the line wraps (only a few words, then the next line is long again and then 3 words - looks nasty

September 1st 2010, 04:43 AM
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metatarasal
Bard He/Him Netherlands
I object 
It runs... Kinda awkward with me. Somehow the entire screen gets saturated in the same color as the text sprite for as long as the text sprite runs. This is no problem with white text.

Also, I need to get used to the idea that the -game parameter is replaced with -dmodpath...

I will test this thing a bit more now, I feel like a kid in a candy store.

EDIT: There also appears a grey box around the text...

EDIT2: When changing screens in the north, east or west directions there is a small black stripe in the top of the screen. It doesn't appear when changing screens from north to south for some reason... Also the screens change very slowly, this is a problem for a PC version I think (I'm don't know about the iThings)
September 1st 2010, 04:44 AM
duckdie.gif
heheh with free candy. Dink's the only game i know being worked on after more than a decade
September 1st 2010, 04:46 AM
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Sorry for bad typing, my keyboard is horrible, the keys get stuck and *drrraws finger across throat*
September 1st 2010, 04:47 AM
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Kyle
Peasant He/Him Belgium
 
40 MB is not big Downloading 6.5 GB for the Final Fantasy XIV beta test that sucked balls, that was big
September 1st 2010, 05:07 AM
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Seth
Peasant He/Him Japan
 
Thanks for the feedback!

Ok, if the screen starts tinting weird colors when people talk, that's a GL problem, it's NOT supposed to do that! Also, if it doesn't feel blazingly fast something is wrong, probably with the GL as well.

There is a chance updating your video card drivers will fix this, but really, I need to go look at what I'm doing and simplify the GL calls. Do you know what video card/chip you have by any chance?
September 1st 2010, 05:10 AM
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Marpro
Peasant He/Him bloop
 
I'm on it, boss-man.
September 1st 2010, 05:11 AM
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metatarasal
Bard He/Him Netherlands
I object 
9600 GT, I might not have the latest driver, but last time I tried updating the drivers for this card I started getting blue screens, so I'm a bit hesitant to do that...
September 1st 2010, 05:18 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Mine is a couple of weeks old so to that as well. I pasted some urls up there ^^ if you wanna see what we mean by the black line, you want pics of the coloured screen? It changes to match the people talking (red for the mum - yellow for the Dink) etc

Geforce 315?
September 1st 2010, 06:00 AM
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metatarasal
Bard He/Him Netherlands
I object 
I found that the yellow texts when you kill an enemy never change the color of the screen while normal conversations do. I also found that my laptop graphics (intel i945GM) don't have the problem of tinted landscape, but it does have grey boxes around the text and the black box near the top.
September 1st 2010, 06:08 AM
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I tried about a dozen or so dmods, most seemed to work okay (at least during the intro/early beginning) with only some very minor hiccups.

The Basilisk Smile freezed/crashed during the intro, and the graphics in The Saga: Episode 1 glitch when you move.

I also tried a few custom mods, both of which crashed on the title screen. =( It doesn't seem to like graphics that use less than 256 colours, as it started working after I changed graphics with a 2 colour palette to a 256 colour palette.

PS. Is there any kind of debug mode? That would really help with trying to pinpoint a problem.
September 1st 2010, 07:16 AM
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Kyle
Peasant He/Him Belgium
 
It doesn't do the tinting or black lines for me. However, on the start screen, there's a flickering 1 pixel bar going across the screen horizontally. Testing some d-mods now, especially those with "special" features.

EDIT: Oooh this runs smoothly, I love it. The anti-aliasing effect (or is it some supersai 2x like emulators have?) is awesome and makes almost everything look better. I noticed selecting something in the menu now closes the menu instead of having to press enter again, I need to get used to that There's no way I'm sticking with the original Dink after this is released officially

I did notice that when I started the d-mods, for some reason an original Dink song started to play instead of my own designated music. I'll need to test this further, because I was using aural+ before to play MP3s. But since supposedly this version supports MP3, I didn't think it would be a problem.

I'm gonna create a script to bring the original Dink down to its knees and see if this version can handle it. Hehe. HEHEHEHEHE.
September 1st 2010, 09:23 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Sure, I'll test it... for five dollars.
September 1st 2010, 09:32 AM
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Kyle
Peasant He/Him Belgium
 
How about 1 cookie?
September 1st 2010, 09:33 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
What's the point? Rob would steal it in a matter of seconds, anyway.

EDIT: Why in the World has Seth got a "Peasant" star, anyway? He should have a black star that says "GOD".
September 1st 2010, 09:37 AM
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Kyle
Peasant He/Him Belgium
 
Rob has gone missing. Either that or he got into a fight with the real cookie monster and lost.

And yes, like "King", there should be another rank for Seth But I think Dan never bothered implementing it due to how rare it is for Seth to post here

Anyway, go test it now! It's the future of Dink we're talking about and it will be another 10 years before we see the next evolution For our sake, let's try to get as much out of this as we possibly can^^
September 1st 2010, 09:39 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Oh I will... I shall record this historical moment.
September 1st 2010, 10:15 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Okay, really don't have that much to say that others already haven't. Most of these bugs seem pretty simple and are probably easy to fix.

The black line when changing screens and the color changing when text appears are indeed quite annoying. It also seems like I cannot use the side thing to scroll the "About" and "D-Mods" -windows. This probably works on the iStuff but not on PC.

EDIT: The game window also doesn't quite fit into my screen, but that could be just my screen resolution.
September 1st 2010, 10:38 AM
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Quiztis
Peasant He/Him Sweden bloop
Life? What's that? Can I download it?! 
Anything that ends with HD is pwnage. I'll try it out
September 1st 2010, 11:06 AM
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Iplaydink
Peasant He/Him Sweden
Hmm.. 
I'll test it too
September 1st 2010, 11:34 AM
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Seth
Peasant He/Him Japan
 
Thanks guys, this is really helping me narrow down on the problems fast! I've updated with a new version (V0.91) that should fix most of the issues mentioned.

* Restricted GL calls to GL 1.1, should be more compatible now (Win version)
* Now can load 16 bit and 1 bit bmps - fixes Basilisk dmod (scratcher) - I still don't support 4 bit (but nobody would use that, righ?! famous last words..) , but I did fix it so failing to load a bmp won't crash anymore, it just won't display
* Fixed the bmp 8 bit RLE decompressor to work with the bmps in The Saga (scratcher)

To install the new version just download from the same URL as before:

And yeah, peasant??? I should at least be a squire or something!

http://www.rtsoft.com/dink/DinkSmallwoodHDInstaller.exe
September 1st 2010, 12:56 PM
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Yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
It looks like this is a major novashell rewrite. Will you include the *.c file parser in NS? I noticed there's a map.dat and dink.dat importer already.

The camera moves too slowly when changing screens, and holding tab makes it all way too fast, also the quick exit key of Alt Q doesn't work. Apart from that it works quite well. FMod support is commendable. Means that Dmod I made works properly.

Shame you left out PNG/Jpg handling.
September 1st 2010, 01:02 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
The black bar when changing screens appears to me always in the upper part of the screen, except when I move down a screen.

EDIT: And yes, the screens do need to load faster, especially for hardcore Dinkers, cause they've gotten used to move fast. Just like that Pillbug on weed at SmileStein's farm.
September 1st 2010, 02:12 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
squire!
almighty god is more like it
EDIT: is it me
or
do i have a feeling that
our almighty god has come back
and is bringing us more family members
September 1st 2010, 02:12 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Wohooo, agatha is a featured mod!
September 1st 2010, 02:22 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Hellfire, Seth always seems to come out for a while and then goes off again.
September 1st 2010, 02:27 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
But I'm sure he brings us more people, I have the iphone version in my hand, and it's aweeeesoooome! ;D
September 1st 2010, 02:32 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Well, yeah. This is definitely better than what Seth has done in a long time.
September 1st 2010, 02:59 PM
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Kyle
Peasant He/Him Belgium
 
Yes, the iPhone version is awesome indeed

And I second the unfortunate lack of png support Being stuck to one color brings problems for quite a few otherwise viable resources. I could care less about jpg support, that doesn't support transparency anyway and it's not a lossless format.
September 1st 2010, 03:03 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
seth has done a lot
September 1st 2010, 03:56 PM
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Quiztis
Peasant He/Him Sweden bloop
Life? What's that? Can I download it?! 
How's life in Japan btw?
September 1st 2010, 04:24 PM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
The colour when you speak is gone YAY
I still get the black line when I change screens going up.
Still get white or black around added sprites
Still reverts to the original sequence after playing through a new one
September 1st 2010, 05:02 PM
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Absolution
Peasant They/Them
The Dark Lord of the DN. 
To be completely honest, this thing seems a bit unnecessary.
September 1st 2010, 05:14 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 

skorn
i have installed this thing after reading what you say i just want to ask you how should i kill you

seth all i have to say is this
are you god?
September 1st 2010, 05:19 PM
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metatarasal
Bard He/Him Netherlands
I object 
Another problem I came across. I made a beautiful little room for my new DMOD and it looks great in v1.08. Not so much in HD...

I looked at this thing for a while and I think I got a way to reproduce this problem. It seems that in HD dink adds a one pixel wide black line on the right side of the wall graphics. (Black background for anti-aliasing?) So if you build your wall from right to left (meaning the higher editor number sprites are more to the left) you get black lines running through your walls. I also checked this for dungeon walls and they look the same.

For some reason this doesn't always cause those black lines, but if you make the walls fit precisely in the editor they should (usually) end up with those black lines...

And this shouldn't just be my graphics card as it shows up both in the 9600 GT and my prehistoric i945GM...
September 1st 2010, 05:42 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
so how do i get other dmods not the first three
September 1st 2010, 06:17 PM
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metatarasal
Bard He/Him Netherlands
I object 
Okay some other (mostly minor) things:

- The mouse pointer doesn't move while moving the mouse, this is probably intentional for iThing use but it makes games like Bug mania less fun to play on a PC. (Probably a known issue, but I put it here nonetheless )

- In Chores a house in the intro suddenly moves off screen. I think this is the engine taking the depth que as the y-position for some reason.

- Loading new fonts does not work (Also used in Chores)

- If options in choice menus (made with DinkC) are particularly long they take up two or more lines. In v1.08 all lines would be centered, in HD Dink only the first line of text is centered, the second line is aligned to the left. Also the text previous to the choices themselves are also automatically aligned to the left contarary to v1.08

EDIT: Try for example this script to see what I mean with the choice menu:

void talk(void)
{
choice_start()
set_y 240
set_title_color 4
title_start();
You have decided to talk
And therefore you shall talk, even if it is to be your demise!
I think...
title_end();
"Blah"
"Blah blah blah"
"Blah blah blah blah blah blah blah blah"
"leave this blah-like choice menu"
choice_end()
}
September 1st 2010, 06:56 PM
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Seth
Peasant He/Him Japan
 
Good info, thanks, will keep trying to fix stuff.

Custom fonts - Will not be supporting this initially, I want to keep the "HD" versions all in sync and don't want to have to add loading tt fonts on the iPhone right now. Hopefully won't ruin any dmods.

Black lines on walls - will try to fix, yeah that's especially bad

Screen lock - yeah I should make that more like the original dink with the screen lock image

Absolution - Dink HD Unnecessary? Well, a serious upgrade and cleanup was very necessary for the iDevice versions to run smoothly (especially the instant save/load stuff) , the new PC version is just a nice bonus from having a portable framework. Just think of it as an extra Dink "client" that may have different strengths/weaknesses.

Yeoldetoast - The game framework driving this is not novashell, it is a new one (I'm still trying to name it.. Ocha is the working name) and will probably be open sourced soon, like novashell. It's more (easily) portable than novashell as it has less dependencies.. it's a different beast, no editor, high level functionality or lua scripting)

MsDink - About the cutoff DMOD list, you can actually scroll down by "grabbing" the screen with the mouse and moving it. Yeah, it's not very "windows-like" at all, it's done this way for the iDevices. It's sort of backwards for Windows. Also, I agree that sudden cutoff at the buttom does look kinda bad.

Png/jpg support - hmm, will think about it, my first goal is just to maintain decent compatibility with the addons already made. 32 bit .bmps should give you full alpha translucency if needed though, (um.. does any dmod already use that, not sure if the old engine supported it? I should test it) , they're just a bit big, filesize-wise. (But actually the same size in memory after loading and probably close size-wise when compressed in dmod format (well, talking about .png, which internally just uses gzip iirc))

Btw - the save*.dat files should be 100% compatible with other Dink clients, so you should be able to switch back and forth without stuff breaking.

Also, two things about the latest version:

Logging: It now writes a log.txt when run which may contain info about errors, I even have it logging GL errors right now, which might be a bad idea if you get 1000 gl errors per frame...

Secret in-game debug menu to see FPS and log: To reach this, pause the game while playing by hitting escape, then click around the upper right corner of the screen, a debug menu should open with a few settings.
September 1st 2010, 07:52 PM
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Seth
Peasant He/Him Japan
 
>>How's life in Japan btw?

Excellent, been here about seven years and am enjoying it a lot! Just give me air conditioning and 100 mbit internet access and I can pretty much be happy anywhere.
September 1st 2010, 10:18 PM
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Looks nice

Getting the same black lines as MsDink when going up, they also appear right at the top of the screen you're leaving when moving left or right.
Screenshot! Going right to left.

I think the screens change a little too slowly... there's a noticable pause which might get annoying after playing for a while.

It's stricter with if statements not being on the same line. Like this:
if (&story == 1) say("blah blah", 1);
//Doesn't work!  Nothing happens.

if (&story == 1)
  say("blah blah", 1);
//Does still work even without the {}

Means I should be more careful with this in future
It could also break a few D-Mods though, I know Redink1 does this in a few places and Dink Mines in this doesn't work at all because of the way the scripts are written.

The mouse pointer not moving with the mouse (unless it's dragged) also makes D-Mod's title screens a bit less fun because you'll not normally see the mouseover effect for the buttons. Doesn't usually matter unless it's something fancy though.

(And v1.08 in truecolour only supports bmp's up to 24 bit, no alpha channel.)
September 2nd 2010, 02:00 AM
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Iplaydink
Peasant He/Him Sweden
Hmm.. 
dang it, I write one line if statements sometimes!
Guess I have to look through all scripts in all my dmods! :|
September 2nd 2010, 03:48 AM
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Seth
Peasant He/Him Japan
 
Don't worry Iplaydink, it seems to work when I tested it, so maybe I fixed it accidentally.

V0.92 is done and has lots of fixes based on the comments here:

* Screen to screen movement effect faster, to match the original Dink
* Alt-D no longer puts white boxes around things (was sort of a half broken debug mode) (Win only)
* Pause icon shadow no longer cutoff (was noticeable over a white background) (iDevice only)
* Fixed issue with black lines in the walls and other ugly graphical artifacts due to the bilinear filtering
* Cursor movement is now controlled by mouse, even when the button isn't held down in dmod menus (Windows only) - however, I don't hide the normal cursor, so it's dumb looking with two cursors.. should fix later
* Fixed "Dink Mines" in the one screen mod, I think it was broken because I wasn't handling init("SET_SPRITE_INFO..." commands
* Added Alt-Q to quit (windows only)
* No longer sometimes tries to play new .oggs over dmod music because it was confused by the same filename

Same download url.
September 2nd 2010, 04:13 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Same graphic issues for me
Still dark lines when I go up a screen
Lines in the walls of the houses

And in Furball (maybe these were true colour sprites... can't rememebr...)
Black around only some of my new graphics
weird
The warp doesn't work - like there is a block there now??
inside
Veges are no longer in alignment... row of carrots now on grass? Thats because the garden sprite moved out (down towards player)and one of the garden sprites (original one flipped over) doesnt show up at all now Alignment & new sprites

(As some show correctly I don't think this is my graphics card?)

Lag as you change screens doesn't appear to be different/faster to yesterday

I love how you can tab and make cut scene sprites run off the screen faster hehe Quite entertaining ( Milder) - tap for a little burst of speed and hold for a 3 screen sprint

My computer is two weeks old... win 7 (although on the old version of the HD (yesterdays lol)the warps worked fine... One time I play it the sprites have a white background the next they have black and so on
September 2nd 2010, 04:43 AM
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I have similar graphic problems on a modern Windows 7 computer (actually up to date!) - none of which appeared on my retro computer. The black lines on the walls are gone in the latest version, though.

Changing screens
Title title screen
September 2nd 2010, 05:48 AM
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Seth
Peasant He/Him Japan
 
Hmm, MsDink, thanks, I'm going to download furball and get it working. I'm surprised you're still seeing black lines on walls and screen transitions aren't any faster.. can you click "About" and double check that it is V0.92 that was installed? Just in case the browser is doing any caching hi-jinx because I used the same filename.

Scratcher - yikes. What graphics card is on the new computer?

Also, anyone still having graphical problems in 0.92, please check your log.txt and let me know if you find anything interesting like GL errors in it.

We're makin' progress here!
September 2nd 2010, 05:55 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Ok I shall totally uninstall reboot and re download and see what happens then...

Just would like to know because I *of course* want to make more dmods... and would be good to make sure its compatable with anything out there

EDIT: Definately the later version, but after removing - re downloading and reinstalling, removed all saved games and any dmods I had copied over - I am now getting errors where there were none before and the graphics are way worse including random original dink ones
Same pic as earlier
Nothing wrong with this last time - now erk
Same screen as last time - now worse
some fixed some were ok now not... warp still blocked
Agatha Smallwood Was ok till I re-entered the screen *sigh*
I kara Gu status bar broken

Oh and screen changes are a little faster and smoother (somewhat) So maybe it had not updated itself when I installed the newer one but the older version was better for my little pooter.

As an aside... It is still doing things in the replaced sequence it shouldnt... I added more pics so it was more than the original sequence but dink still spurts blood like the original but I didnt tell it to do that - it doesnt in the version I have and yet it does when run in the dinkHD.
September 2nd 2010, 06:23 AM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
uhhhhhhhhhhh......if you dont mind me asking what is the use of the P(illbug) button in the game because it is also in this
September 2nd 2010, 06:33 AM
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Yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
That's great news. JPG would be nice, as people hate waiting to download.

Shame there's no HD editor in the works then. If you made one, you could consider packaging it up like GameSalad as an iPhone game making thing.

One thing that you've missed is the Interface transparency slider. When transparency slider is at maximum, the treasure chest and the pause button are opaque, it's LEAST transparent!

It should read as "Game Interface Opacity".
September 2nd 2010, 06:36 AM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
yea and even when on maximum it is hard to see the pause button i can not see the middle (it looks like a yellow circle)
September 2nd 2010, 06:37 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
How do you know there is a "middle" then?
September 2nd 2010, 06:38 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
If you have a tummy button Skullster - it is in the middle so you have a middle
Oops you are just 'a-head' hehe *beeps* Skulls nose (cavity) instead!
September 2nd 2010, 07:19 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Don't worry about Skorn, Seth. He's just having his period.

And tested the new version, and really don't have much to say what others haven't already, since I don't have that much time on my hands to test it.

A few improvements I could suggest:

-The black bar still appears, indeed.

-Maybe when the dialog goes to a new line, it should start from the middle, like it used to before. Now a new line starts from the left, which can be quite confusing sometimes. Hard to explain, hopefully you got what I meant. EDIT: Oh yeah, this problem is indeed pretty bad, because it occurs on the choice window too, and looks really crappy. Just see the choice window where you can agree to help Ethel. It looks really messed up.

-When Dink says something straight away when entering the screen, the text somehow shows on the opposite side of the screen for a split of a second.

-Oh, and really like how the equip screen closes when you press enter. Bug thumbs up for this!!

I also think this could be a very good moment to fix some of the actual in-game bugs, such as the purple boncas not being able to hit with their tails. Punching the ducks in Windemere through the fence. The tree under Stonebrook gets cut in half. There are flame tiles behind the tree (at least it seems so in the map) with lots of ducks east of Stonebrook. There's also a gap in hardness in the cliff north of Terris, although this may be fixed already.
September 2nd 2010, 07:50 AM
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Oh, and really like how the equip screen closes when you press enter. Bug thumbs up for this!!

It always did that. How else do you get out of it? But I know what you mean

Still getting black lines, and also get white backgrounds in Furball. The odd thing is that I don't with new graphics in my D-Mod, or when moving Furball's graphics into mine. Can't see any difference in them or in the INI lines... dunno. Maybe MsDink is just sabotaging it.
Not seeing any errors in the log.
September 2nd 2010, 07:56 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
When I try to add D-Mods by URL it keeps saying "Connection timed out. Try Later?". Umm... any help?
September 2nd 2010, 08:03 AM
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Kyle
Peasant He/Him Belgium
 
Here's a screenshot of the flickering line on the main menu (obviously not flickering on a static picture ):

Line

It's right above the A of Add-on.
September 2nd 2010, 08:09 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
I get a change sparrow, first time the background is black next it is white then black again muhaha but yeah - nothing in the error log, hey can you use the warp in the first house? I still cant but it worked in yesterdays version...
*cries like a little baby* why meeeee *sniff*

Edit: @skull - I think cause you need an actual download url, when you go to a dink page to get a file - you still have to then click download - thats the url it would need and it isnt getting it because you only load the page to get you to click download not the actual download page... err get what I mean?
September 2nd 2010, 08:10 AM
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Kyle
Peasant He/Him Belgium
 
One more instance of a line, this time in the healthbar. It's even more obvious when you run out of health. But you should be able to see the black dividing lines on this screenshot as well.

MORE EVIL LINES

And sometimes the d-mod info stored in the .diz file exceeds the borders of the d-mod list ingame. So the last line is sort of not fitting in the box.
September 2nd 2010, 08:12 AM
dinkdead.gif
No also couldn't use the warp, but the backgrounds were always white for me. Went in and out the screens a few times but never got black ones.
September 2nd 2010, 08:13 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
@ sparrow I reload the game (not just reenter) ? Thats how I get it changing colours

At Kyle - look up - same as in I KARA Gu thats split all over the place lol
September 2nd 2010, 08:28 AM
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Kyle
Peasant He/Him Belgium
 
There's more trouble... This a little more serious

In my new d-mod, I have a very large BMP scrolling from bottom to top. This is to simulate camera movement. However, this movement is extremely choppy compared to 1.08. It's almost something like 20 pixels per frame, really ugly. The same is true for the text I have scrolling during this scene as well. However, in the next scene, I'm using a different BMP scrolling over the screen and this movement is no longer choppy... Unfortunately, I can't go ahead and post the start of my d-mod here But if you need to see this in motion, I'll pack it up and send it to you by e-mail

Also, in my prologue, I'm not using the status bar and have a full screen BMP covering the screen, acting as background (in this case 640*480 background of static water). However, during the screen swap or after a fade_down() only the game part of the screen turns black and the part of the status bar and screen edges remain filled with the background picture. In 1.08, both swapping screen and fading turns the entire screen black.

This is what it looks like: Void

And finally, I can't seem to find out how to play my MP3s. Do I need to use something other than playmidi() for this? Does it need the mp3 extension or mid extension? EDIT: nvm it works with .ogg, so MP3's probably not supported, I don't care though, I like .ogg more
September 2nd 2010, 08:33 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Hmmm... it seems when I try to type an URL for a D-Mod, when I press "v" it shows in the screen as "Vv" thus making it impossible for me to download certain files, unless I copy and paste it.

I also believe Savebot Massacre was not made by RTSoft but Erwin.
September 2nd 2010, 09:03 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Tested version 0.92 a bit. Found no bugs so far but I would like a fullscreen mode or a standard resolution mode like 1024x786 so you can play in fullscreen when you have your desktop set in that resolution.

The graphics are very blurry for me. The shadows are improved this way but everything else doesn't look as good as the original Dink.

I'll be playing it some more later on, but so far I find it a very interesting new build, but at the moment I'd prefer Dink 1.08 personally.
September 2nd 2010, 09:18 AM
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Kyle
Peasant He/Him Belgium
 
Graphics are blurry? That doesn't sound normal. Are you saying you have a monitor with a 1027x786 resolution Christiaan? Time to upgrade buddy

Maybe you could post a comparison screen of what you think is uglier in the HD version compared to the original? Could it be that it's 10 years of staring at the normal graphics that's playing tricks on you?
September 2nd 2010, 11:13 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Skull; Right click on the download sign at a dmnods page and click copy link, then paste in dink HD.
September 2nd 2010, 11:18 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Yeah, worked it out. Thanks anyway.
September 2nd 2010, 11:45 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Ok, good for you

With the official release we probably should write that somewhere as people who aren't very skilled with computers might not be able to figure it out just as fast.
September 2nd 2010, 11:58 AM
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Kyle
Peasant He/Him Belgium
 
Maybe it will somehow be possible to browse available d-mods on the DN within the game at one point, keep on dreaming, it's healthy
September 3rd 2010, 03:53 AM
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Seth
Peasant He/Him Japan
 
Ok, new version (will say V0.93 in the installer and in the About screen of the game) up.

Same download location

Here is what's changed:

* BUGFIX: Fixed some graphical handling with high color static images, now converts to 32 bit buffer surfaces on the fly but only if needed (This fixed Furball)
* Improved memory handling - new caching settings specifically for desktops and retina displays that should mean less possible texture thrashing
* Dialog text is now horizontally centered per line ala original Dink, also, the font size is now closer to the original. For iPhone size, I kept the text biger, it's just too unreadable, worth a few overlaps and glitches I think overall.
* Changed "Game interface transparency" to "Game interface visibility" (yeah, was backwards before, thanks)
* Removed touch-related option controls from options menu (Windows only)
* "Restart" now actually restarts the game/dmod instead of quitting out
* Screen fading now covers the entire screen when the dink status bar isn't being drawn
* "Screen lock" feature improved, has original graphics on the sides and the red line pulsates a bit now
* Fixed black lines in the health indicator and around the status bar
- spent some time trying to fix the screen transitions so they are "exact" but didn't get anywhere, will take another look later
* item/magic now have black bg, instead of having the black be transparent. it's still transparent when in "zoom in mode" for ipad/iphone though as that works better there

Btw, I do plan to add a fullscreen toggle and such, right now just aiming at getting it to be very compatible with DMOD's.

MsDink - furball works now! The reason the warp was broken will surprise you... check your dink.ini, in one case you have "NOTANIN" instead of "NOTANIM" and apparently Dink HD is more picky about that due to the rewritten .ini handler. However, it will run now, so you don't have to go change it!
September 3rd 2010, 04:01 AM
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pillbug
Peasant He/Him United States
Love! True love! 
Downloading now, will check it out in the morning. And now that you're here, I can stop hitting print-screen every time you lurk!
September 3rd 2010, 04:22 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Heh - anyone here will tell you I can't spell Guess I should have looked at stuff like that myself *slaps forehead* whatta wally Thanks for the effort tho - hope you didn't waste too much time on it... *blushes*
Clicks download (after uninstalling older version of course)

Sorry but the black line going up a screen is still there
The movement is a little faster for me... smoother, which is great, yesterday I felt quite ill after playing a while from the movement (like wolfenstein used to do to me lol) headrush *bleh* so thats better ta
PLEASE don't fix this - it's awesome - wait for Milder to leave the scene and press tab and watch the pigs shoot all over the place hehe it makes Dinks idle and whatever else moves on a screen speed up as well but its soooo funny

The text is way better centered like that. Very nice!

Ohh noes it crashed...... um I didnt do it, looks around... :\ oops!

Also the diedinkdie sequence thingi still gets its ending overwriten with the original one... (as in it spurts blood and grunts and it is super fast) in HD he dies on the fence but in mine he gets half way across the sreen so you can watch his death throes and blood leakage with a better view hehe, so does this version do something when you change an original sequence?

Furballs garden still has veges misaligned with the dirt/grass and the bag of bombs look rather nasty... *shrugs pfft*

I Kara Gu walls are still showing lines (maybe thats in the original tho - I dont know) everything else looks awesome, really nice

... erm, now to figure out what I did to kill it ....

ok it was me - Getting fireball from martridge, I bumped enter and or shift after I got the coins and the game died 3x (well I had to test it lol) so my suggestion - keep yer hands off the keys when there is a cutscene!!

I really like this - you have done a great job with the interface, everything is smooth and feels effortless. Really nice
September 3rd 2010, 05:41 AM
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kikki
Peasant He/Him United Kingdom
This place has changed :) 
I love it Seth, what a great job. Now just get a Dink 2 and we'll all be happy!
September 3rd 2010, 05:50 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Right, I'd better download this and make sure all my d-mods are still working.

Nice to see you're still alive, Jamie.
September 3rd 2010, 05:57 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Yeah, it would be shame if he died in a car accident.
September 3rd 2010, 06:14 AM
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Fireball5
Peasant He/Him Australia
Let me heat that up for you... 
Awesome! I have the first Dink HD, so I'll have to try the updated one, but so far it looks great! Also, the graohics do appear a bit blurred but I find it barely noticeable, and one you get into the game it isn't that bad. Maybe it is because the graphics were scaled up for the new resolution?
September 3rd 2010, 06:15 AM
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kikki
Peasant He/Him United Kingdom
This place has changed :) 
I'm always lurking James!

Also Seth, out of curiosity does this mean that this Dink version will be available on Mac OS?
September 3rd 2010, 06:17 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Also Seth, out of curiosity does this mean that this Dink version will be available on Mac OS?


I believe he said that was gonna happen in one of his posts. Don't take my word for it though.
September 3rd 2010, 06:33 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
I got to say it again, the 'New' looks like you have used an 'n' instead of a 'w' ...
September 3rd 2010, 06:38 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Hmmm... there seems to be a glitch when entering the (bonca) cave near StoneBrook. Dink's crawling graphics go way too down the screen.
September 3rd 2010, 06:43 AM
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Marpro
Peasant He/Him bloop
 
Now just get a Dink 2 and we'll all be happy!

Don't you see? It's already there - waiting! This is the future!

We want a new feeling about the game, still, we don't want to remove the elements that made us love the game... If this can't be Dink 2 in your eyes, why not version 2.0? I'd say:

KEEP IT 2D WITHOUT SCREENS. Learning LUA is just a big plus. All hail this idea.
September 3rd 2010, 06:54 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
It seems to crash whenever I get the fireball spell. I also don't have the option of "Game interface visibility".

And Marpro, Novashell is not the future. I'm afraid it's past if anything. Surely, I don't know how many people use it, but it doesn't seem a good choice for making Dink 2.
September 3rd 2010, 07:10 AM
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Seth: Scratcher - yikes. What graphics card is on the new computer?

ATI Mobility Radeon HD 4650

MsDink: I got to say it again, the 'New' looks like you have used an 'n' instead of a 'w' ...

It just started bothering me, now that you mentioned it.

Also, there's an error in the start menu shortcut to Dink HD. It links to "game.exe", the actual exe is "dink.exe".
September 3rd 2010, 07:17 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Sorry scratcher

But something you can have some fun with - shoot a fireball and then press tab and you can outrun it lol - I think that key makes herb boots redundant IT ROCKS!

Crash2: Ok this time It was NOT me - "Dink exe has stopped working" when leaving the caves after freeing the fella in there - went to leave the screen he was in and it just died. Wonder if it has anything to do with getting magic... both times I get a spell it crashes.
September 3rd 2010, 09:02 AM
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Seth
Peasant He/Him Japan
 
>>Hmmm... there seems to be a glitch when entering the (bonca) cave near StoneBrook. Dink's crawling graphics go way too down the screen.

Crap, I must have broken something recently, I could swear that wasn't in the first betas I posted... ok, will fix that, and see about the "crash with magic items" thing. And thanks for the game.exe info, totally missed that.

I really appreciate all the help you guys are giving me here.

About Mac version, yep, that's the plan, I just need to add a Mac target the game library I'm using, shouldn't take long at all.
September 3rd 2010, 09:08 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Isle of croth also crashes and the graphics on the start pic suck badly - I better leave this alone I keep breaking it
September 3rd 2010, 09:10 AM
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Seth
Peasant He/Him Japan
 
>>Also the diedinkdie sequence thingi still gets its ending overwriten with the original one... (as in it spurts blood >>>and grunts and it is super fast) in HD he dies on the fence but in mine he gets half way across the sreen so you can >>watch his death throes and blood leakage with a better view hehe, so does this version do something when you change an >>original sequence?

Hmm, I played Furball but couldn't find a way to see that. How can I make Dink die there? Do you maybe have a save.dat for me or something so I can get there? Probably easy to fix. Btw, when I was working on this, I noticed the original Dink has a horrible bug where if you replace a seq later with one with more frames it will overwrite OTHER frames.. nasty stuff.

Btw, about the w looking like a n. Yeah, now that you mentioned it, I see it that way too! This is Justin's department though... doubt he'll wanna fix it.
September 3rd 2010, 09:13 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
try downloading the DieDinkDie sequence - its different to furball Darn about the additional pics over writing others... I added more pics because this one reverted to dink with his butt in the air after completing my sequence erk..

Can't help myself isnt this better Justin!

Isle of croth opening pic
September 3rd 2010, 10:24 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Big problem, hopfully easy solution;

When using wait_for_button it ignores what will happen when you press escape and opens the menu instead!

Look at my armour demonstration, you open the menu with "E" bout you can't close with Escape.
September 3rd 2010, 11:25 AM
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Marpro
Peasant He/Him bloop
 
And Marpro, Novashell is not the future. I'm afraid it's past if anything. Surely, I don't know how many people use it, but it doesn't seem a good choice for making Dink 2.

Why not? It adds elements and possibilities to enhance the game further. I'd probably not enjoy Dink 2 if it was in 3D, since all games today are in 3D and it wouldn't feel any special. I would play it through, but that's all. I've been away a lot because I have completely lost any interest in making D-Mods or even play any of them. Move screen by screen feels old and the DinkC language is, in fact, horrible.
September 3rd 2010, 11:33 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
I think DinkC is fun, I like finding ways to do new stuff as you might know, but I agree that the gameplay of most D-Mods is so boring.

I might check Novashell out later... but first I'm going to finish up my c++ project and the update of agatha smallwood's will.

That is if I get it done before december when I'll get my macbook, then I'll start developing iphone apps fulltime
September 3rd 2010, 12:13 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
I don't get it Marpro. What is so special about this Novashell other than that it's terribly hard to learn (sorry Seth ). I think it does exactly the same things as DinkC, only changes some minor things such as the screen scrolling. In fact, I don't think Dink would be Dink without the screen scrolling, unless Dink was set in a completely different environment such as, like you said, 3D which I agree, wouldn't feel any special. However, I do think Dink in 3D could be made great with lot of work and patience and in it's own style, and 3D could fit Dink pretty well too, if it was just done the right way.
September 3rd 2010, 12:23 PM
seth.gif
Seth
Peasant He/Him Japan
 
Going to sleep, but wanted to throw up what I had. Version 0.94 is now ready, same url as before, make sure the installer says 0.94 and you should be ok.

IMPORTANT: Quicksaves from earlier versions might save incorrect sprite data, so to "refresh" you should start a new game or load from a savemachine save. (Load from the main menu or dink's menu) or you might still see the bugs.

* BUGFIX: Installer's start menu icon to play Dink actually works
* BUGFIX: Clicking the same pause/dmod/addon menu options super fast no longer opens two menus which cause all kinds of problems, including a problem where it would "continue" without you clicking anything
* BUGFIX: Fixed issue where sprite positioning could be wrong (fixes problem where dink's cave anim could be in the wrong place, or make the isle of croth intro graphic half off the screen)

MsDink: I tried the DieDinkDie dmod and it seemed correct, so maybe I fixed that problem?

About crashing with items (?) - I didn't see it or fix anything yet, still need to check that out.

About Novashell: Well, it's infinitely more powerful than the Dink engine, but also has a quite steep learning curve as skull noted and has no giant game to mod off of like Dink.'

I have won two 48 hour game making competitions using it though, so I like it..
September 3rd 2010, 12:35 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
yup seth is back
September 3rd 2010, 01:44 PM
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Iplaydink
Peasant He/Him Sweden
Hmm.. 
Did you read tge bug I found, seth?
I'll email it to you also.
September 3rd 2010, 06:08 PM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
I cant get this version to install - did you make it MsDinky proof Seth hmm?? lol
MsDinky proof Uploader
September 3rd 2010, 06:36 PM
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Seth
Peasant He/Him Japan
 
>>I cant get this version to install - did you make it MsDinky proof Seth hmm?? lol

Hmm, maybe I did? But seems ok on this end.. make sure the old Dink HD isn't running and perhaps try rebooting? It looks like it can't overwrite the old file for some reason.
September 3rd 2010, 06:42 PM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
I uninstalled that first after it messing up a while ago... reboot incomming.

Edit: ok that worked.

Looking better

In the "about" and "add-ons" area, the mouse (grab and roll the page thingi which I like...) sticks and holds so you scroll when you move the mouse, even if you don't want to... have to click the page to release it

I still have the black line going up a screen

When I died and clicked the x to close it said the dink.exe has stopped working (original game) I didnt quit the game though so maybe thats why... it worked with an addon and closed properly.

No more hassle when I get magic.Pretty clever of you since you didnt fix it lol

Furball: graphics still out of alignment (to where they were - veges in grass not garden)this is in the town area... pic pasted earlier, bombs (on ground round old fella thats past his "USE BY DATE") still nasty, they seem to be bleeding colour as well. Rest is great - thanks!

I mention this because if you want dmod compatability then its still a little off for a few, graphic wise... eg Creeping sands Creeping sands

DieDinkDie: he isnt supposed to spurt blood nor grunt, that still happens in this version

September 4th 2010, 02:33 AM
seth.gif
Seth
Peasant He/Him Japan
 
Kyle, sorry, missed your post earlier:

The latest version might fix the choppy issue, if it was a cache-thrash problem. If not, yeah, please send me your DMOD, would like to see if it happens here.

Also, mp3 files should play the same way as .ogg. Also, mod and .xm should play, all with "play_midi" I guess. Normal sounds might work with mp3/ogg as well.
September 4th 2010, 05:10 AM
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Kyle
Peasant He/Him Belgium
 
Oh this is what I call support! You fixed the choppy backgrounds, but not only that, I had another map that was covered in black and worked with the lantern effect (used in various d-mods) and that caused slowdown as well, was going to post it, but you fixed that too in the process

I found out how to make MP3 work. You can't use them the same way you use .ogg though. For OGG you need to use playmidi and use a string value with a .mid extension. It will then not find the mid and play the OGG. For MP3 you need to use .mp3 as extension in the string or it won't work
September 4th 2010, 06:43 AM
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ToKu
Peasant He/Him Austria
Think positiv. Say NO. 
WOW, that version is great

What a great improvment:
+ The errors with loading graphics during the game are gone
+ I love that the text has a dark background
+ When the game 'hangs' you can still get back to the main menu

Some issues I discovered:
1. the size and position of sprites is not the same as in 1.08. In Forest of Doom there is a screen with a lot of small stones. Well now the stones are 100%
the riddle with the stars has a lot of small arrows on the ground. Only one is in the correct size. All other are 100%
the position of sprites is different: The house where the vinyard is is moved a lot to the right.
2. in Yaztromos tower and in the tree hut the right part of the status bar appears in the 'middle' of the screen too
3. when you call twice sp_script for one sprite than the main calling script gets killed. E.g. script call1.c creates sprite foo and give it script sc1. In sc1 there is an sp_script for foo to sc2. After this second sp_script the call1.c gets killed - most of the time.
4. sp_range seem not to work as in 1.08 The enemies most of the time are not able to hit Dink at all.
5. When you want to get an answer from the player through keyboard input there is something wrong. DinkHD enters itself 8's and you are not able to enter something else.
6. The DinkHD window would be great if it is resizeable. On my screen you either don't see the top (1920 x 1080) or the bottom (1600 x 900).
7. a quit button would be great as well in the main menu.

Nevertheless DinkHD is awesome
September 4th 2010, 06:51 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
You know what would be nice though? Being able to selectively turn off the text background. I'm using a community energy script and Rabid's % healthbar and it displays the amount of health next to the health/energy bar. This looks ugly with the text background But I guess this is hardcoded. Don't get me wrong though, I love the background in 99% of the cases so I'm probably just nitpicking

Text background
September 4th 2010, 11:57 AM
seth.gif
Seth
Peasant He/Him Japan
 
New and (hopefully) greatly improved! V0.95 at the same download link as before. Note: It will say "outdated save data" if you try to load a "quicksave", but you can still load from anything saved at a save machine.

* DMOD list and browse menus are now faster with lots of entries
* BUGFIX: Fixed crash that could occur with certain malformed download urls
* Escape now works properly with wait_for_button() (thanks Linus) (Windows)
* Escape menu now toggles if you hit the escape key again (Windows)
* DMOD menu now remembers the last position you were on all the time, not just when you click play
* BUGFIX: Fixed long standing bug where a malformed .d file could overwrite random memory. start-4.d in "Creeping Sands" appears to be corrupt, Dink HD now ignores it. Also, it now adds a null at the end for safety, unsure why I didn't do that before.. oh yeah, now I remember, I was an idiot
* The reason "sand" tiles were wrong in Creeping sands was there was an error in the .ini: "load_sequence_now graphics\grass\grass- 196 151 58 -75 -20 75 20" (missing 1 number) and the new engine handled it differently. Changed functionality so his would work, I had actually changed the engine to smartly correct it to fix some bad statements in the original dink.ini (it broke the timing and collision on picking up some items difficult..) Now I only fix the specific seq's that need it
* Removed some of the padding around the background shadow of text, so they won't overlap so bad, might help a bit with Kyle's issue with the stat overlay
* BUGFIX: Fixed incorrect alignments of "BLACK" sprites, fixed problem with giant status bar in the wizards house in Forest of Doom (there really IS a status bar in the screen data btw, it's just off screen)

Thanks a lot! Also, those screenshots people have been posting are a big help.
September 4th 2010, 11:59 AM
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Absolution
Peasant They/Them
The Dark Lord of the DN. 
If it even matters, I've noticed an extremely old Dink Smallwood download on cnet.com and it could save us a little bit of n00bish questions if we get that thing outta there. Because if people download that and come here asking for help it'll be all like, "Hai! That's not right, that doesn't happen, you musta broked it, n00b!" because the one on CNET is like version 1.7 or something.

Link

But I don't exactly remember a few strange things that happened in that game, all I know is it's not bugfixed like the one here on the DN.

The one on cnet probably has been updated since the last time I used it, but i think you should delete that and replace it with the new Dink Smallwood HD thingy when it's done.
September 4th 2010, 12:30 PM
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ToKu
Peasant He/Him Austria
Think positiv. Say NO. 
As Kyle said Oh this is what I call support!

I just entered the bugs and nearly all are solved a few hours later. Great.

A new bug troubled me in 0.95
In the main screen the mouse cursor is shown ~100px nearer to the bottom of the screen than it really is. You see both cursors (window and dink) when you start a DMod. This makes it hard to hit the buttons

The size issue is still valid. It seems to be random because in some screens the fowers are normal (smaller than orig size) in the next they are really big.
September 4th 2010, 12:36 PM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
More info on MP3 usage. Using an MP3 to play area music as set in the map screen properties won't work if you call it .mp3. However, you can call it .ogg and it will work xD Not as much of a bug as it is a tip

Oh and are animated tiles going to work in the future or is that feature removed?
September 4th 2010, 09:55 PM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Glad you like the screenies, its way easier than trying to explain (Well for the technologically challenged amongst us like ohh..... ME)

Annoying I have to uninstall and reboot to install a new version and yes its ver 0.95 I am using

Still have the black line on up

Still crashed at getting fireball from matty boy orig game, was touching the arrow key this time lol - i hate cutscenes and hover trying to run off asap (though that tab speeds those suckers up as well yay) but I wasn't pressing tab at the time of it crashing.

still wondering why alignment of sprites is off, (we would need to allow for this in making new dmods) is it because the pics are larger on the HD version so it has to clip the edges off the larger ones? Dont mind the "softer" picture, you get used to it.

Comparison

Other games look ok as far as I can see... played a few to see.

Another wee thing that is annoying the more you play it is you can click start with the mouse and then have to use ctrl to select a saved game - would be nicer if you were able to continue to mouse click to select your saved game... I tapped the screen a few times - simulating an itouch - but it didn't do anything (joke)

When clicking addons, it takes you to where the page sat last time you looked/chose a game, shouldn't it reset itself to the top when you click a game or click back?

Mouse still grabs page like a scotsman with a coin - won't bleedin let it go till I click on the page 80% of the time so when trying to scroll further its like a sea saw effect - like whose gunna win me or the mouse

September 5th 2010, 03:10 AM
peasantmb.gif
Yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
I'm not a big fan of the inventory selection scheme, as it means that CTRL closes it, and one might want to equip both magic and weapons meaning I have to open it again to choose the other which is tiresome. I suppose this translate differently on the iDerp, but on a PC it's pretty useless.

Also I have noticed that when walking around while "Reverie" by Debussy is playing, it seems to drop an entire MIDI track, and will only play the left hand parts. Furthermore, at the very end it seems to play all 88 notes of a piano in one chord. Sit outside Stonebrook and listen all the way through to hear it.
September 5th 2010, 04:15 AM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
u cant minimize the window
September 5th 2010, 04:44 AM
dinkdead.gif
You can't get the real time or date...
get_time_real, get_date_day etc all just return 0.

Still bad if "if"s are one one line, and it can affect the next line(s) as well.
This works fine (Dink says 1, 3, and when you talk again he says 2, 3) :
//temp is set to 1 in main
void talk (void)
{
	if (&temp == 1)
		say_stop("1", 1);
	if (&temp == 2)
	{
		say_stop("2", 1);
	}
	say_stop("3", 1);
	&temp = 2;
}

But here Dink says 2, 3 every time, even when &temp == 1!
In this case it ignores what follows the if on the same line and treats the line below as if it is part of it.
void talk (void)
{
	if (&temp == 1) say_stop("1", 1);
	if (&temp == 2)
	{
		say_stop("2", 1);
	}
	say_stop("3", 1);
	&temp = 2;
}

Because doing this
if (&temp == 1) say_stop("1", 1);
say_stop("banana", 1);
if (&temp == 2)
//etc

means that Dink only says 3 the first time, skipping banana (wrongly) and 2 (correctly). Sorry for the long-winded explanation
September 5th 2010, 02:48 PM
knightgl.gif
Well...it's awesome,but two things i can't imagine
1.I can't put it on full screen.
2.I can't Play it on Joystick.
Everything else is very good but with those 2 thing it would be a lot better.
September 5th 2010, 04:47 PM
slimeg.gif
metatarasal
Bard He/Him Netherlands
I object 
I've always found those get_time_real() and get_date_day() commands pretty useless anyway. Though I do believe that 'If ducks ruled the world' uses it.

EDIT: Also, shouldn't you just use proper syntax for your DMODs anyway? These sound like problems for code that shouldn't be written like that anyway.
September 5th 2010, 06:41 PM
seth.gif
Seth
Peasant He/Him Japan
 
Ok, will have another version that fixes this stuff soon. I see the problem with scaling (thanks for the screenshot MsDink), I forgot to let "burned into the background sprites" use scaling, oops, bad programmer. <whacks self with newspaper>

SparrowHawk - I cut and pasted your code earlier into a script and it seemed to work fine, with the line break after the if() statement or without - so hrm. Will give it another shot with your new example. Also, the Dink mine sweeper game works, which uses these statements, correct?

Is this connected to something else, such as your text editor? (Like, in case it was connected to mac/linux stile line breaks or something)

About fullscreen/other resolutions, including original 640X480 with no 'smoothing', joystick, and making about/dmod menu scrolling work more "windows style", I'm putting those things off until the end, after the main compatibility part is done, so I can get the iDevice's out the door and then have time to focus on that at leisure.
September 5th 2010, 08:10 PM
dinkdead.gif
Hmm dunno why it's not working for me then. Maybe I'll try uninstalling it completely instead of overwriting it with the new versions. I just use MS Notepad as the text editor...

Meta, yes I know I should be doing it properly anyway, heh, but it works perfectly in 1.08 and more importantly could break some D-Mods which already do that even though it's wrong. And the D-Mod I'm currently making uses real time, not really in a very important way though.
September 5th 2010, 11:19 PM
seth.gif
Seth
Peasant He/Him Japan
 
Sparrowhawk - hmm, I still can't recreate the problem using MS Notepad. Maybe I am doing something subtly different? I tried mixing it up with spaces and tabs as well.

Can you try what I'm doing and see if it does cause the problem? Here is how I tested it on my end:

1. Opened s1-sack.c with MS notepad
2. replaced the script with this:

//sack of grain

void main( void )
{
sp_touch_damage(&current_sprite, -1);

int &temp = 1;
}

void hit(void)
{
Say("I hate you, sack of feed!", 1);
}

//temp is set to 1 in main
void talk (void)
{
	if (&temp == 1) say_stop("1", 1);
	if (&temp == 2)
	{
		say_stop("2", 1);
	}
	say_stop("3", 1);
	&temp = 2;
}


3. Start a new game of dink, "talk" to the pig feed.

Dink says 1, 3 (don't hit the feed again until its done)

Then hit again:

Dink says 2, 3

Do you get different results using this method?

Note: Quicksave/load stores the scripts in memory, so if you change the script, quit and restart dink, it still won't be updated in memory. So you'd need to leave and return to the room to get it to "take", or load a real saved game.
September 6th 2010, 01:34 AM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
<whacks self with newspaper>
Good to see you are getting into the spirit of things - Good job!
September 6th 2010, 03:00 AM
seth.gif
Seth
Peasant He/Him Japan
 
Ok, new version, should finally be able to play Furball and others with 0% incorrect graphics/scaling/positioning!

* Added tip about making dink "push" things in the about menu. That is totally unexplained in the game and used only a few times.. dumb.
* Added tip about burning trees to about menu
* Fixed missing CD music in many places
* Fixed some houses being slightly 'off' in goblin sanctuary.. it's because the ini had "NOTANIN" instead of "NOTANIM" and after adding the fix for MsDink, it broke Dink, which for some reason wants NOTANIN treated like an anim. Special case hacked it. Yuck.
* Background sprites like duck blood are now cleared when loading a state
* Remove my ini fixes completely, turns out alignments are based on the incorrect data being loaded, such as carrots and food items (fixes carrots and things being in the wrong places in MsDink's dmod, and others).. I've learned my lesson, don't fix even obvious bugs as old data needs it broken
* GetTime() family of dinkc functions now work
* Enabled animated water/fire tiles for Windows version, but I should do some optimizations and tweaks with it later, as right now it doesn't properly overwrite all background objects such as blood (kill a fish and the blood will stay floating on the water)
* Bonca in the cave is now weaker.. he's really tough for being in the beginning like that, especially on iDevices
* For DMOD authors: Max sequences is now 1300 (from 1000), max sprites is 6000 (from 4000). I'd like to up max vars but.. it would break the .sav format for older versions, but don't really have time to test an error prone system like saving two versions for things that don't use it or such right now.

Download URL

September 6th 2010, 03:04 AM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Do NOT tell magicman I broke Dink as well please!! I break everything I play heh
September 6th 2010, 03:22 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Well, that's nothing new, MsDink.

And what is all this "NOTANIM" and "NOTANIN" stuff? Never heard anyone talk about it here before.
September 6th 2010, 03:33 AM
seth.gif
Seth
Peasant He/Him Japan
 
Don't worry MsDink, it's not your fault... the original Dink.ini had the error!

Your .ini error is just because it is copied from that one. So probably ALL dmods have this error actually, of having that sequence with "NOTANIN".

The tricky part was that the original Dink needed it processed as an anim, and yours needed as not an anim because the new engine handled errors differently.

I've fixed it so it does it like the original Dink did so all should be well now.
September 6th 2010, 03:37 AM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Oh I am safe Phew! He would have died laffing and then I would have had that on my conscience as well . This one is much better well done!!

Still wished Justin wasn't so lazy that N is bugging the heck out of me

Love the piggy back effect of the mouse that's cool! Takes newspaper and hides it, you don't deserve hit for now (take a day off) - you do ok Mr Dink creator - should be pretty proud of your effort here! Tis very nice. So, no more whining from me. I'm still playin some other games but haven't noticed anything except the black line when I go up still there. Haven't tried to get magic of martridge in the original game yet - saving that till later.

Now... go hide Justins' lollies until he does his bit I know it's a calligraphy font but the fancy bit should be at the end, not on the first word... ohh and whilst he's crying... email me the original dink models to play with theres a good man!

September 6th 2010, 04:14 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Yes, the N is indeed quite aNNoyiNg.
September 6th 2010, 05:12 AM
dinkdead.gif
Aha, got it. It's only a problem when the string ends with an exclamation mark!

I was doing this:
if (&temp == 1) say_stop("1!", 1);

but without the ! it works.

Also the mouse cursor (Windows one, not the Dink one) is usually always visible but in v0.96 it's flickering the whole time.
September 6th 2010, 05:31 AM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Still crashing when I get magic from Matty boy. I was touching NUFFINK this time - all hands clear promise! (Although I had been tapping space just not when it crashed) *coffs*
I wuz here...

Usual black line changes to a white one transitioning screens if I load the game from a saved one (one I saved in current version) and the original herb boot graphic (probably redundant with that kick arse tab button) but eww
Another of my games
September 6th 2010, 06:18 AM
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Kyle
Peasant He/Him Belgium
 
I would like a way to disable the speed function through scripting. Can't have people cheating like that. Sorry MsDink
September 6th 2010, 06:23 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
But then we dont have to read as slow as everyone else through the cutscenes *pulls out hair* NOOOOoooooo Kyle be nice !!
Can't I have ANY fun?

Edit: if you really were sorry you would have at least had the decency to hide that SMIRK! *sigh*
September 6th 2010, 06:40 AM
eye.gif
synbi
Peasant He/Him Finland
 
Let's see now, I'm trying out the latest HD version. I found out that it's once again possible to 'slide' through hardness at the edge of a screenlocked screen, like it was before v1.08. Perhaps somebody else can report if this occurs in any other mods than The River, I was too lazy to test it out further

Also, the inventory graphic for a bomb item has a white line at the top, I'm not sure if it displayed that in the original.
September 6th 2010, 06:54 AM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Yup, it has but I have a white line top and bottom. Not there in the original
September 6th 2010, 07:40 AM
seth.gif
Seth
Peasant He/Him Japan
 
Some quick notes:

The speed button is not technically a cheat, as it also speeds up the enemies (and entire game) at the exact same rate. So yes, it's primary for quick travel and to skip cutscenes, but does not give any advantage during fighting. Really, try it. Don't think it should be something that can be disabled!

Pushing through screen lock - now that's weird, will check.

Bomb graphic - yep, seeing that here too. due to how I'm processing them slightly different as I need the bg transparent now because of some tricks I'm doing with the secondary control scheme for touch devices. Hrmm, will probably just edit the bmp.

White/black lines during screen transitions - I don't have this on my card, seems to be with specific GL drivers, hmm. Anybody else getting it as bad as MsDink?

Crash when getting the fireball scroll from Martridge - can anybody else play through Dink this far and see if this happens to them as well? Can't seem to duplicate it, definitely want to fix this.

Herb boots - thanks, will check it out. Same issue as bomb probably.
September 6th 2010, 07:44 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Want the saved game just about to go to martridges?
September 6th 2010, 08:15 AM
seth.gif
Seth
Peasant He/Him Japan
 
Sure! Please email it to me at seth at rtsoft.com.
September 6th 2010, 08:45 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Personally, I'd be all for a stricter version of DinkC and dink.ini, if only because that'd make it easier to write tools for it.

I also see why that wouldn't be a good idea, as it'd break most existing D-Mods. I'm not sure how many D-Mods actually make use of the old engine's bugs, but those would become unplayable.

Hrm...
September 6th 2010, 10:00 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Yes, the Martridge/Spell bug is happening to me, I believe I already said that, though. And the black lines when changing screens are... not too bad, but you can't help but look at them every time you change a screen. I haven't got any white lines so far.
September 6th 2010, 10:08 AM
seth.gif
Seth
Peasant He/Him Japan
 
Thanks Skull.

And thanks to MsDink's save I was able to get the crash too. I think the key was it didn't happen in debug mode, only release, which I eventually figured out. Sooo glad I am able to recreate this now, what a horrible show stopper. thanks guys.

Also, Sparrowhawk, interesting find on the "!" thing. I'll go verify it happens for me, and then see if it also does it on 1.08. If it's on 1.08 I wonder if I should leave it, just in case some dmod actually will break if I fix it.. hrm.
September 6th 2010, 10:53 AM
seth.gif
Seth
Peasant He/Him Japan
 
Ok, that bug fixed. I went ahead and put up a new build (V0.97) at the same link as usual. The game should be fully playable and winnable now.

* BUGFIX: Fixed problem where if you clicked back from the about menu fast you it could load more than one main menu instance
* BUGFIX: Fixed possible crash when getting the fireball/acid rain - when using sp_ command after attaching a script to 1000... the crash would depend on what is in memory and could corrupt anything.. it appears this bug is also in the original Dink. (thanks MsDink, Skull)
September 6th 2010, 02:17 PM
spike.gif
Bugs found on v095:

*iDink doesn't support all the characters that the original game does. Noticed when an NPC said "touch" instead of "touché". Same thing really but the former sounds dumb in almost any context where'd you use the latter... just because it's not a crappy loan word. =/
*It still doesn't like 1-bit... but at least it doesn't crash.
*Text sometimes overflows in the infobox.
*Rings of fire are really off on the X-axis in Back From the Grave.
*The title screen in Legend of Tenjin doesn't show up for some reason.

Also, the inventory menu stretches to fit the entire screen, in the original game it appeared in the middle of the screen with the status bars still visible. Not sure if that's intentional.
September 6th 2010, 04:11 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
holding the space button is supposed to do something?
it doesnt do anything other than speeding up talk for me
September 6th 2010, 05:53 PM
stonegiant.gif
Impact
Peasant He/Him New Zealand
 
Hey guys, I'm new here (though I have been playing Dink for years on and off ) and thought I would sign up and help test .

Well, I had a play through of the main game a couple days ago and did encounter a bug where the game would crash as soon as I defeated the last boss when Dink says something about going to talk to the king. However, this seems to be fixed after 0.95 as I cant seem to make it happen again with the newer versions.

I also have a flashing line just above the second row of options in the main menu as a couple others have mentioned [Line]. It seems to not be present when AA is turned on in my video card settings with the settings like so [Line AA]. It does get weaker when AA is turned on with lesser settings, but doesn't fully go until it is on max.

Another one is black lines in the save box [Black Lines], which half goes away when AA is turned on [Black LinesAA]. I have a ATI Radeon HD 2600XT with the latest catalyst drivers (10.8) and Windows 7 x64.

That's all I've really noticed so far just playing the main game, will post anything further I see though. Great work ! .
September 6th 2010, 06:52 PM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
Seth, what Synbi means with screenlock and sliding through hardness is that you can use the screenlocked border to go through the hardness of anything on the sides. This was a horrible bug pre 1.08, but it was fixed in that patch. An easy way to reproduce it is to have an underground cave screen with fully enclosed cave walls, aside from one or two tiles gap to leave an entrance and exit. Then screenlock and try to go behind the hardness from the gap.

And welcome to the forum Impact
September 6th 2010, 11:27 PM
seth.gif
Seth
Peasant He/Him Japan
 
Ok, new build up. It looks like we hit a "stable" enough point to move ahead with the iPhone release now.. so if you find something big, lemmie know quick!

Will probably be a break for awhile as I've got some time sensitive things I have to do, but then I will polish up the Windows-specific stuff and see about getting the Mac version out the door.

What's new in this version (0.98)

* BUGFIX: Fixed problem where if you clicked back from the about menu fast you it could load more than one main menu instance
* BUGFIX: Fixed possible crash when getting the fireball/acid rain - when using sp_ command after attaching a script to 1000... the crash would depend on what is in memory and could corrupt anything.. it appears this bug is also in the original Dink. (thanks MsDink, Skull)
- Checked for the "screen lock collision bug" (symbi) but don't see it, I suspect it's a collision bug in the particular dmod he tested (the river)
- Checked fire alignment for the rings of fire in Back from the grave, looks good, was fixed in 0.96+ I believe
* COSMETIC: DMOD description shouldn't go too long anymore (scratcher)
* BUGFIX: Extended latin font characters are now rendered (scratcher)
* Status bar is now shown on item screen as per original dink on all large-screens (you can actually toggle by clicking the top of the screen for touchscreens) (scratcher)
* Fixed problem where if an iPhone when into suspend (saves state) then is resumed, then quit, a unrequired save state would still exist, causing a sudden load for no reason
* COSMETIC: Fixed white bars around bomb. It was actually in the bmp from the olden days, I no longer process white as transparent with items because black works better with the on-screen touch controls. It will mess with that boot pic though, although that is unused in the original Dink I believe.

Dink Smallwood HD 0.98 Download link
September 7th 2010, 12:53 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Still at work darnitt so play err... *coff* TEST later.

Welcome Impact - nice to see the kiwis are slowly taking over this place All is right in the world Muhahahaa!
September 7th 2010, 01:30 AM
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ExDeathevn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
*adds Impact to the list*
Looking forward to the release, but don't have time to test myself due to ongoing aftershocks from Saturday morning's quake.
September 7th 2010, 03:50 AM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Dont know why I never ever hit one of these fellas before but... Hit a traveller and when he runs off the screen on the right his speech drops thru Dinks(inventory) fist right down and off the screen, but stops at the game edge of the stat bar when he goes to the left. (One ran up top left and across the trees heh how can I have missed hitting these guys all these years!!) They seem impervious to hardness.

Still black line (getting used to it )

PUSHING: Just a word missing in the sentance "Useful you see rocks blocking..." add "when" or "if" or something like that

No other probs so far... got me addicted again so off dinking I go
Thanks Seth doing this was a lot of fun. Best of luck with your launch.
September 7th 2010, 04:07 AM
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Absolution
Peasant They/Them
The Dark Lord of the DN. 
Woah! O_o

Where did I hear this title music before?! Sounds very similar to Batman...
September 7th 2010, 04:32 AM
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Kyle
Peasant He/Him Belgium
 
Let's hope the iPhone release sparks a new light

Good luck with the launch!
September 7th 2010, 04:52 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Welcome, Impact. Hopefully you'll make a great impact on this forum. Yeah, that was bad.

Anyway, I should test this a little more soon. I've been busy doing absolutely nothing lately. All I can think to say at the moment is to fix when you press CTRL on the inventory screen. I don't think it's so great after all, cause like someone on this thread said, if you want to equip spell and a weapon at a same time, it can get quite irritating.
September 7th 2010, 05:04 AM
seth.gif
Seth
Peasant He/Him Japan
 
Hmm, yeah, maybe I should change how inventory works on non-touch devices. Thanks guys, keep the comments/bugs coming.

I did some research today on the Apple app rules and I think I am going to have to "turn off" DMOD's for the iPhone release. Yeah, this is a total bummer, but until they change their policy I would definitely be in a dangerous position of getting shutdown at anytime, even if I was initially approved. I was really hoping they would have eased up by this time, but I knew it was a danger.

So yeah, bummer. But hopefully this will change later. Of course, all other platforms will leave the DMOD switch on, so I hope to see some DMOD action going from the Android front soon.

It's really a shame.

Those of you that have the DMOD-enabled version on your iDevices from in the beta test, consider yourself lucky!
September 7th 2010, 05:32 AM
custom_skull.gif
Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Wtf, that sucks. We need to put WC to talk to those guys.

Anyway, you should definitely at least mention that it is possible to download D-Mods, in the iPhone version.
September 7th 2010, 05:44 AM
peasantmb.gif
Yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
MIDIs loop incessantly, and the Alt + M keystroke for stopping what is currently playing is absent.

scratcher;
I doubt copyright is any of their problem. Apple would probably be more concerned about someone making an exploit mod which caused a buffer overflow which allows people to jailbreak.
September 7th 2010, 05:45 AM
spike.gif
dang, that really does suck. It's understandable, though, seeing how many copyright violations dmods have in general.

A few bugs:

iDink creates empty "dink" folders within all the dmod folders (including the original dink folder), which seems a bit odd.

The title screen in Legend of Tenjin still doesn't show up. No idea why, it seems perfectly fine.
September 7th 2010, 05:56 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
D-mod support was always going to be a long shot, given the quality/content of some d-mods and the lack of control Apple would have over them.

It would be interesting if we could get individual d-mods "certified" though, even if it meant redeveloping them somewhat. If there was a system for it, I'd definitely look at making CC & CC2 compatible, even if it meant taking out/modifying certain elements of the game. I'd want a metric ton of polish applied to the games (a proper rewrite of CC, probably) if they were to be made available to a new audience.

Having extra adventures available would be a huge boon for iDink, even if they weren't all available.
September 7th 2010, 06:12 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Says SabreTrout who also said that CC3 would be ready by the beginning of 2009.
September 7th 2010, 07:48 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
I also said Cloud Castle 2 would be awesome and nobody believed me.

You can't win 'em all, Skull.

I'd be much more inclined to (try and) finish Cloud Castle 3 if I thought more than 10 people would actually play the dang thing!
September 7th 2010, 07:52 AM
custom_skull.gif
Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Well, more than 10 people are gonna play it, I'm sure. Otherwise they wouldn't be complaining about you not finishing it.

At least I know I would play it like 5 billion times.
September 7th 2010, 07:58 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
There are about 150 regulars here Sabre. Not all of them play D-Mods, but on the other hand, there are about 2.000 unique visitors here each month so if only 10% of them play your D-Mod, you'll have over 300 people playing your D-Mod in one month alone.

Consider this.
September 7th 2010, 08:24 AM
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Kyle
Peasant He/Him Belgium
 
As long as I can make 5 people have a great time playing something I made, I will have succeeded
September 7th 2010, 09:45 AM
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synbi
Peasant He/Him Finland
 
That screenlock sliding problem I mentioned earlier was indeed caused by my own lack of oversight placing those hardness tiles, so please ignore that comment. Everything works fine when it's done properly...

Also, those purple boncas in the cave south of Terris couldn't hit Dink with their tail attack in v1.08. I know it's a small detail but you might want to fix that too for this new release.
September 7th 2010, 09:52 AM
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metatarasal
Bard He/Him Netherlands
I object 
I agree, that would be a rather easy fix that doesn't break anything. You'd just need to add these lines to the .ini

set_frame_special 624 5 1
set_frame_special 628 5 1
set_frame_special 622 5 1
set_frame_special 626 5 1
September 7th 2010, 09:57 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
In fact, every d-mod using it would suddenly have that fixed, do it
September 7th 2010, 10:30 AM
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metatarasal
Bard He/Him Netherlands
I object 
I don't think it will solve much for most DMODs. Most people use the skeleton B .ini file anyway.
September 7th 2010, 10:31 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
Oh I wasn't aware it was fixed in that. Saw the Quest for Cheese LP and noticed it was there too.
September 7th 2010, 01:23 PM
slimeg.gif
metatarasal
Bard He/Him Netherlands
I object 
I meant that as people use the skeleton B .ini file they will introduce the bug in their own DMOD, fixing the original game's .ini file doesn't help for them. Obviously if they add the same lines of code to their .ini file the problems would be fixed too.
September 7th 2010, 01:48 PM
fairy.gif
ToKu
Peasant He/Him Austria
Think positiv. Say NO. 
a few bugs in 0.98 when playing Forest of Doom:
- the displayed cursor is still more to the bottom than the y coordinate that is used in the click event. Therefore you are not able to press the buttons. I use (1920x 1080 resolution)
Start an add on quest and in the start window of the add on you see both cursors.
- The sp_distance and sp_range do not seem to work as in 1.08 All my custom enemies are not able to hit Dink and the other enemies on the screen
- It looks as if the view point of the sprites (the one that you set with the left mouse click in WindinkEdit) is ignored when you have defined it in dink.ini
The sprites are not on their intended position (at the train station).

Great that the size of the sprites is fixed. Thanks.
September 7th 2010, 04:15 PM
custom_iplaydink.gif
Iplaydink
Peasant He/Him Sweden
Hmm.. 
I'm sorry to here abot the lack of dmod support for iphone version, but hey, I have the beta so I'll be ok! ;D

Oh and if some dmods could be approved I could edit 3am or agatha to be allowed.
September 7th 2010, 05:56 PM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
So what about making a new skeleton that eliminates all these issues making all future dmods bug free? I think then (sorry to the authors) that the files for any previous skeleton versions could either be removed or a note on the download page that some lines need to change to make them bug free?? JMHO
Edit: Call it the network *APPROVED* skeleton maybe ...
September 8th 2010, 02:32 AM
slimeg.gif
metatarasal
Bard He/Him Netherlands
I object 
Try skeleton S? It has an updated hard.dat and I think it fixes the purple bonca problem too. I made my own skeleton, but I believed it was a rule that no new skeletons would be allowed anymore as people were continuously making new skeletons by filling skeletons with bloatware.
September 8th 2010, 03:33 AM
seth.gif
Seth
Peasant He/Him Japan
 
Did a tiny update to the .exe (0.98 rev2)

* Added metatarasal's ini lines for purple bonca tail fix
* If you save/load a state while the map or a bmp is being shown, it is now properly restored instead of being a blank screen
September 8th 2010, 12:20 PM
pq_cthunik.gif
GOKUSSJ6
Peasant He/Him Poland
Everyone should get a pizza for free in each week. 
I've found a bug in Agatha Smallwood's Will. If i want to buy Rubber boots the game crashes. The same goes to the The Day After Middle Night. If the conversation about the White Knight on the basement ends.
September 8th 2010, 12:41 PM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
If you can find out the script names, tell us and we'll figure out what they have in common
September 9th 2010, 10:10 AM
pq_cthunik.gif
GOKUSSJ6
Peasant He/Him Poland
Everyone should get a pizza for free in each week. 
For Aghata Smallwood's Will the script is man-1.c here's how it looks like:
//Man who sells things
void talk(void)
{
    freeze(1);
    freeze(&current_sprite);
    say_stop("Hello", 1);
    say_stop("`7Hello and welcome to my shop!", &current_sprite);
talk:
    choice_start()
    set_y 240
    set_title_color 15
    title_start()
    The old man's shop
    title_end()
    "Buy something!"
    "Chit-Chat"
    "Leave"
    choice_end()
    
    If (&result ==  1)
    {
        
        choice_start()
        set_y 240
        set_title_color 15
        title_start()
        The old man's shop
        title_end()
        (&haves == 0)"Buy a Shovel -  50 gold"
        (&haveb == 0)"Buy Rubber boots - 100 gold"
        (&havef == 0)"Buy Fireball spell - 100 gold"
        "Complain about prices"
        "Leave"
        choice_end()
        
        If(&result == 1)
        {
            If(&gold > 49)
            {
                &haves = 1;
                
                //add a shovel!
                add_item("item-sw1", 438, 7);
                int &junk = say_stop_xy("`%*ITEM ADDED: Shovel*", 0, 200);
                int &junk = say_stop_xy("`%*Try to use it at locations which look strange.*", 0, 250);
                &gold -= 50;
                &acg -= 50;
                unfreeze(1);
                unfreeze(&current_sprite);
                return;
            }
            else
            {
                say_stop("I can't afford that!", 1);
                goto talk;
            }
        }
        If(&result == 2)
        {
            if(&gold > 99)
            {
                &haveb = 1;
                add_item("boots", 438, 3);
                int &junk = say_stop_xy("`%*ITEM ADDED: Rubber boots*", 0, 200);
                int &junk = say_stop_xy("`%*With those you can walk in shalow water.*", 0, 250);
                int &junk = say_stop_xy("`%*Note: you can keep them in your invetory and still use them*", 0, 300);
                &gold -= 100;
                &acg -= 100;
                unfreeze(1);
                unfreeze(&current_sprite);
                goto leave;
            }
        }
        If(&result == 3)
        {
            If(&gold > 99)
            {
                &havef = 1;
                add_magic("item-fb",437, 1);
                &gold -= 100;
                &acg -= 100;
                unfreeze(1);
                unfreeze(&current_sprite);
                return;
            }
            else
            {
                say_stop("I can't afford that!", 1);
                goto talk;
            }
        }
        If(&result == 4)
        {
            say_stop("I don't have that kind of money!", 1);
            say_stop("`7Then you should get some money,", &current_sprite);
            say_stop("`7I'm sure there are many villagers around here", &current_sprite);
            say_stop("`7That are more than willing to give you a job.",&current_sprite);
            say_stop("But I hate working!", 1);
            say_stop("`7That's life.", &current_sprite);
            unfreeze(1);
            unfreeze(&current_sprite);
            goto talk;
        }
        If(&result == 5)
        {
            unfreeze(1);
            unfreeze(&current_sprite);
            return;
        }
    }
    If (&result ==  2)
    {
        say_stop("So... what do you do for a living?", 1);
        say_stop("`7I sell things.", &current_sprite);
        say_stop("Like what?", 1);
        say_stop("`7Shovels, Spells and Boots ", &current_sprite);
        say_stop("Hyper Boots?", 1);
        say_stop("`7No, Rubber Boots. With those you can walk in water without getting wet.", &current_sprite);
        say_stop("Awesome!", 1);
        goto talk;
    }
    If (&result ==  3)
    {
        leave:
        unfreeze(1);
        unfreeze(&current_sprite);
        return;
    }
}
September 9th 2010, 11:25 AM
wizardb.gif
Kyle
Peasant He/Him Belgium
 
And it only happens when you buy the boots? Not with any of the other options?

It's usually not a good idea to use int &variable more than once for the same variable name. It should skip the second and following iterations of it.

EDIT: Perhaps it's a change in the allowed string size for the say_stop_xy command. Do any of the lines show? Or does it immediately crash without showing even one line? Try changing the text inside them to see if that solves anything.
September 10th 2010, 09:08 AM
bonca.gif
Christiaan
Bard They/Them Netherlands
Lazy bum 
I tested version 0.98 rev2, and found the following glitches (not sure if they've been mentioned before).

- White lines between the sprites where the screen normally ends. With the new version the resolution is too big for one screen so it shows a bit of the next screen. This looks really bad in some D-Mods. I'd prefer it if the sidebars remained instead of being removed.

- Some sprites that reach past the upper limit of the screen are now cut off.

- Some interface sprites (like the fists) are white squares when they are supposed to be transparant (when made all white ofcourse).

- In my D-Mod, where I changed the graphics of Dink's character, when I hit something, the character sprite flickers.

- The main menu of a D-Mod doesn't have the "buttons" (start, continue, etc.) change frame when hovering your mouse on it. Same goes for the entire Dink HD interface (probably a matter of preference).

Also, a fullscreen mode would be much appreciated, and perhaps a way to disable the fuzzy look a bit.
September 10th 2010, 04:14 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
not sure what happened but it seems as if the potions have suddenly lost there scripts
now they are hard sprites
September 10th 2010, 05:16 PM
seth.gif
Seth
Peasant He/Him Japan
 
Thanks guys, I've added everything to a list.

Hell7fire1 - can you give me more info on this? How can I recreate this bug on my end? Potions seem find in the main game here.
September 13th 2010, 02:58 PM
knightgl.gif
I founded two crashes.First is in Simon's Pilgrim Quest when dink has to walk into screen in beggining,and second is in Dan's Cast awakening art 1 initiation,when i get longsword from sever in level 4.
September 13th 2010, 03:35 PM
burntree.gif
hell7fire1
Peasant He/Him Botswana
It's like that. 
i am not sure what happened but i went and killed the purple bonca
killed a few ducks
my computer screen flickered a bit then got back to normal
next potion i find is not working
EDIT: checked in windinkedit+ they are hard sprites all of them
the scripts have disappeared
September 14th 2010, 10:49 AM
death.gif
EvilEarl
Peasant He/Him United States
In memory of Skull. 
I'll pitch in on the effort if this has compatibility with Ubuntu 10.04.
September 15th 2010, 02:40 PM
burntree.gif
hell7fire1
Peasant He/Him Botswana
It's like that. 
come to think of it
i did download cast awakening : initiation before it happend