Dink Smallwood HD v1.8.9
After going through almost two months of beta-testing and bug-fixing, Seth has officially released an update to Dink Smallwood HD (v1.8.9).
Previous versions of Dink Smallwood HD had some big problems. The original game worked alright, but many D-Mods were simply unplayable. This new version fixes a ton of the old Dink Smallwood HD issues, and it now works with just about every D-Mod.
Additionally, here are a few of the nice new features:
Previous versions of Dink Smallwood HD had some big problems. The original game worked alright, but many D-Mods were simply unplayable. This new version fixes a ton of the old Dink Smallwood HD issues, and it now works with just about every D-Mod.
Additionally, here are a few of the nice new features:
- Dink Smallwood HD is Free for all platforms (including iOS and Android).
- Better resolution support in Windows (I personally recommend running at 1280x960, double the original resolution).
- Improved shadows support; the shadows can be upgraded to transparent shadows. This change occurs in the engine, and also applies to any graphics in existing D-Mods.
- Integrated cheats menu.
- In-game D-Mod browser / installer.
the time of prophecy is at hoof. a new age of dink is on the horizon.
I may just get back into making DMODs I have like four unfinished ones sitting around on a hard drive somewhere
As it is now the case that, "Dink Smallwood HD is Free for all platforms (including iOS and Android)", where do I find a download of this SDL2 new fancy version for any particular distro of desktop Linux (such as Fedora or Ubuntu)?
The Dink Smallwood HD (v1.8.9) link you gave does not seem to have it.
The Dink Smallwood HD (v1.8.9) link you gave does not seem to have it.
FreeDink is available for Linux.
Previously, Dink Smallwood HD was $2.99 on iOS and Android. It is now free.
Edit: To clarify, FreeDink has not been updated with any of the new DinkHD features, and as far as I know, there aren't any plans to do so.
Previously, Dink Smallwood HD was $2.99 on iOS and Android. It is now free.
Edit: To clarify, FreeDink has not been updated with any of the new DinkHD features, and as far as I know, there aren't any plans to do so.
Is there an option to replace the mp3 music with the classic midis?
Those are actually OGG sounds, afaik ya just need to remove the OGG files.
Now all we need is some editors being updated with the PNG support.
Just tried it, it looks and feels great. Thanks, for keeping this game and community alive!
Are midi's being looped by default in this version?
Yup
Is this an automatic thing with all D-Mods now? Not sure I actually like that, if that's the case. In most situations it's a nice thing to have, but it might screw with some D-Mods where the music is intended to stop at certain moments, and you're supposed to have quiet for that specific part. Not only that, but I can't be the only one who thinks it's nice to have a break from background MIDI music, in general, at times. I'm not sure this should be a thing. If an author wants the music in their D-Mod to loop, they can just set it that way themselves.
Yup
Is this an automatic thing with all D-Mods now? Not sure I actually like that, if that's the case. In most situations it's a nice thing to have, but it might screw with some D-Mods where the music is intended to stop at certain moments, and you're supposed to have quiet for that specific part. Not only that, but I can't be the only one who thinks it's nice to have a break from background MIDI music, in general, at times. I'm not sure this should be a thing. If an author wants the music in their D-Mod to loop, they can just set it that way themselves.
Yeah its kinda ackward that the midi loops ,someone should let seth know about this
It used to be a flag a D-Mod author could toggle if he/she wanted to. I agree with Skull - some D-Mods have short midi's, that supposedly should only play once to not ruin the moment.
As a counter-voice, I like that they loop now. It always annoyed me when the song just stopped and you had to walk off-screen and back to get it to play again.
As a counter-voice, I like that they loop now. It always annoyed me when the song just stopped and you had to walk off-screen and back to get it to play again.
True, but, then again, how much time does a person spend on one screen?
True, but, then again, how much time does a person spend on one screen?
As a counter-voice, I like that they loop now. It always annoyed me when the song just stopped and you had to walk off-screen and back to get it to play again.
Like it or not - it doesn't change the fact that some D-Mods were created with the intention of not having it.
I tried to set the flag to 0, but it still loops. It's not the end of the world, just an observation.
Like it or not - it doesn't change the fact that some D-Mods were created with the intention of not having it.
I tried to set the flag to 0, but it still loops. It's not the end of the world, just an observation.
As a counter-voice, I like that they loop now. It always annoyed me when the song just stopped and you had to walk off-screen and back to get it to play again.
But think if there's like a simple 10 second MIDI in some D-Mod with the purpose of only playing once when you do something specific. Then that 10 second MIDI will be in an endless annoying loop until you come across the next MIDI in the game. It could potentially ruin a major part of the experience of playing that D-Mod.
Furthermore, there might be a cutscene that is specifically timed so that something happens when the MIDI ends, to create atmosphere. If the MIDI just starts again, that would ruin the whole thing.
But think if there's like a simple 10 second MIDI in some D-Mod with the purpose of only playing once when you do something specific. Then that 10 second MIDI will be in an endless annoying loop until you come across the next MIDI in the game. It could potentially ruin a major part of the experience of playing that D-Mod.
Furthermore, there might be a cutscene that is specifically timed so that something happens when the MIDI ends, to create atmosphere. If the MIDI just starts again, that would ruin the whole thing.
One could argue that wav-files should be played at those areas - not midi's.
I've used a 4s midi in one of my D-Mods. It sounds horrible! Thinking of patching this (also, I've been working on a patch since july 2016, but got distracted before I released it...).
I've used a 4s midi in one of my D-Mods. It sounds horrible! Thinking of patching this (also, I've been working on a patch since july 2016, but got distracted before I released it...).
But think if there's like a simple 10 second MIDI in some D-Mod with the purpose of only playing once when you do something specific. Then that 10 second MIDI will be in an endless annoying loop until you come across the next MIDI in the game. It could potentially ruin a major part of the experience of playing that D-Mod.
Furthermore, there might be a cutscene that is specifically timed so that something happens when the MIDI ends, to create atmosphere. If the MIDI just starts again, that would ruin the whole thing.
I can't think of any D-Mods that DO that though. The only D-Mod that I can think of that even tries to use timing to a song directly is Revolution, and it screws it up if you speed through the dialogue at all by setting Death's lines out of sync with the song. A flag that can be set to disable it might not be a bad idea (though I agree that wav's might be a better solution), but having looping be the default seems like a good idea.
Furthermore, there might be a cutscene that is specifically timed so that something happens when the MIDI ends, to create atmosphere. If the MIDI just starts again, that would ruin the whole thing.
I can't think of any D-Mods that DO that though. The only D-Mod that I can think of that even tries to use timing to a song directly is Revolution, and it screws it up if you speed through the dialogue at all by setting Death's lines out of sync with the song. A flag that can be set to disable it might not be a bad idea (though I agree that wav's might be a better solution), but having looping be the default seems like a good idea.
i've just played a short, blank midi to stop midis when loopmidi; is on.
get on my level.
get on my level.
I agree that looping midis is a bug. If nothing else, perhaps this looping "feature" could be something that could turned on and off in some kind of preferences setting for the Dink Engine.
Although code I write *generally* uses the "stopmidi()" function to stop midi sounds, I agree that there is likely to be code that depends on the midi stopping once it plays through the first time.
Although code I write *generally* uses the "stopmidi()" function to stop midi sounds, I agree that there is likely to be code that depends on the midi stopping once it plays through the first time.
I could turn looping by default to off in the next build... sounds like that would work better. I'll see about being able to send that parm in to loop.
Side note: I've put up 1.89 (well, 1.90 now) of Dink Smallwood HD for Mac up at rtsoft.com/dink. I've removed it from the Mac App Store completely, too much hassle to do updates there.
Side note: I've put up 1.89 (well, 1.90 now) of Dink Smallwood HD for Mac up at rtsoft.com/dink. I've removed it from the Mac App Store completely, too much hassle to do updates there.
One could argue that wav-files should be played at those areas - not midi's.
True. However, that won't necessarily always be a good solution either. Take the death tune from Mystery Island, as an example. It's just a short little thing that plays when you die. But since it's a wav file, it'll keep playing until it's done, and if you load the game fast, it'll overlap awfully with whichever MIDI you come across next.
True. However, that won't necessarily always be a good solution either. Take the death tune from Mystery Island, as an example. It's just a short little thing that plays when you die. But since it's a wav file, it'll keep playing until it's done, and if you load the game fast, it'll overlap awfully with whichever MIDI you come across next.
Huh, haven't noticed that.
Sounds like another problem that probably could be addressed in a future update.
Are you using git, Seth?
Sounds like another problem that probably could be addressed in a future update.
Are you using git, Seth?
This is awesome! Very exciting that that DinkHD as a platform is being upgraded to prepare to support Dink Smallwood 2.
No, I'm not going to stop doing this.
No, I'm not going to stop doing this.
No, I'm not going to stop doing this.
I support your cause
dink 3, seth. now
and dink 1: director's cut
and dink 1: director's cut
dink 3 could be a thing. It wouldn't be the first time something has skipped its sequel.
>>Are you using git, Seth?
I'm using Subversion. svn://rtsoft.com/rtsvn/projects/RTDink
I'm using Subversion. svn://rtsoft.com/rtsvn/projects/RTDink
where update for windows dank hd 1.90 question mark
i just completed the main game and there was something odd with the music , it stopped playing in the darklands , till i defeated seth there was no music. once i got out it started playing again.
Also theres a starfish sprite which dissapears after a few seconds. SETH WHAT IS THIS BUGGY MESS?!
jk
jk
1.90 fixed iOS specific issues, so it wasn't released for the other platforms, just iOS, to replace the old 1.89 that was there.
Over 10K downloads on iOS since it went free.
Over 10K downloads on iOS since it went free.
i wonder if a steam/gog release could get anywhere close to that
I played Dink Smallwood on my phone these past few days on Android. I've gotten to the fight with Seth and there is no music while fighting him.
Hmm, wonder what the deal is with the music. Added it to the bug list!
can confirm teleporting cacti in cloud castle 2. teleporting. cacti. nothing there, fireball, cactus insta-warps to where fireball hits nothing and then the cactus burns.
holy shit.
also this version apparently automatically fixed the lack of hardness that allowed you to get to pencil head's lair without a sword.
holy shit.
also this version apparently automatically fixed the lack of hardness that allowed you to get to pencil head's lair without a sword.
also this version apparently automatically fixed the lack of hardness that allowed you to get to pencil head's lair without a sword.
This was actually fixed in the 2014 update of the D-Mod itself.
This was actually fixed in the 2014 update of the D-Mod itself.
So, just some things: 1.08 included Mystery Island as an extra why not include it in HD? It also lacks an editor - okay, I never actually used DinkEdit, so just mentoining. Also Seth, have you considered ever making another D-Mod?
This was actually fixed in the 2014 update of the D-Mod itself.
whet
whet
hurray! the "puzzle" in dungeon dave's dungeon cave is impossible!
really. can we just retain the same code we know already works?
...malachi the jerk
really. can we just retain the same code we know already works?
...malachi the jerk
I had already reported that bug malachi during the testing.
http://www.dinknetwork.com/forum.cgi?MID=200715#201198
looks like everyone missed it
http://www.dinknetwork.com/forum.cgi?MID=200715#201198
looks like everyone missed it
oh nice, i guess this dmod will never be playable again then.
Malachi is playable. If the issue you're running across is the one you've told me about with the ghost knights it's something I haven't been able to reproduce so I don't know what's going wrong.
the ghost knights work now. the puzzle in dave's cave doesn't.
also, seth's walk cycle in the original game is all ducked up.
also, seth's walk cycle in the original game is all ducked up.
Does someone have a save handy that makes it easy to access the broken puzzle? How is it supposed to work? I can take a look...
I'll check the seth walk cycle when I check the missing music issue near the end...
I'll check the seth walk cycle when I check the missing music issue near the end...