The Dink Network

Before...

August 13th 2018, 06:14 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
The dmod I started that I thought I might finish in time for the recent "Plot Twist" dmod contest, is still being worked on.

I mention this to encourage others in the DN, so that they know that there is still something coming, and so they will not fall prey to despair over this apparent "August Slump" of reduced interest in the DN.

The story is one of Dink's childhood, and his first adventure. It involves pigs and ducks, strange avian avatars of an evil presence, a quest that he is supposed to finish before dinner time, and a surprise that sends him off ( through oblivion ) to another quest altogether. It has about 175 scripts and is growing. There remains much in the way of challenges, screen designs and surprises to work on.

There are odd new magic items, unique challenges to Dink's very survival and interesting items that will need to be kept in his back pack.

At this time, I hesitate to predict when it will be ready to play, but insist that I am making progress every week. So take heart fellow Dinkers!
August 13th 2018, 07:15 PM
peasantmp.gif
Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
im doin a dmod with a plot twist too, so the contest should come back so i can defeat you
August 13th 2018, 09:03 PM
duck.gif
toof
Peasant He/Him
I disagree. 
im doin a dmod with a plot twist too

If you're talking about the "Dink goes dating", and if the plot twist is that Dink actually manages to get a date, but fails to obtain the viagra... so he rents out some Talporn and... uhm... nevermind
August 14th 2018, 12:39 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@Skurn:
> im doin a dmod with a plot twist too, so the contest should come back so i can defeat you

Okay then! Go to it and impress us all! You could perhaps start with one of the Triple Trouble Triumverate. Let me know if you need any scripting help.

But, perhaps you were "only joking"?
August 20th 2018, 12:26 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Progress continues, though release is likely to be many months away, hopefully before this year ends. About every other day I do more work on it. As always, I strive to make some aspects of play and story line unique. While the base story line is not one that is completely unheard of compared to a handful of other dmods, I can certainly promise that there will be some challenges in game play that are altogether new and some story elements that will be different.

There will be (optional) in-game-assistance with some of the situations Dink is confronted with, plus the usual walkthru.txt file that I generate.

There will be a few new graphics (including a few made by me) and a generous use of existing contributions from other members of the DN. Oh, and also there will be a bit of humor.

Is anyone else working on a dmod? IF so, please start (or update) a section of the forum dedicated to that dmod's progress.

August 20th 2018, 04:37 PM
peasantmp.gif
Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
ok
October 14th 2018, 05:20 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
I'm up to 225 scripts and I expect there will be more. I've added some fun graphical effects. I've continued to make progress each week and have added to the various trials and tests that Dink must go through to reach his goal. I think that I have even (sort of) "discovered/invented" (*) a way to store a surprising amount of data (up to 31 true/false flags) in one integer in DinkC. I may make some kind entry into the development section of the Dink Network to demonstrate the technique later, if other Dinkers think that would be worthwhile. Perhaps others will improve upon the technique.

In upcoming weeks (not months I hope) I'll take some screenshots and make them available if anyone is interested.

Other aspects of the game:
1) There are (almost) no side quests!
2) Dink is just a boy.
3) Dink gains a unique friend who can help him on his quest.

(*) I know of no one else who has done this, but feel free to correct me if I'm wrong.
October 14th 2018, 05:56 PM
duck.gif
toof
Peasant He/Him
I disagree. 
to store a surprising amount of data (up to 31 true/false flags) in one integer in DinkC

If one integer has 32 bits... I might have a clue how to access that information in other languages, but DinkC can't divide. I'm curious about this. Still, I have to admit, only 31 true/false flags out of possible 32? Meh...
October 14th 2018, 06:22 PM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
DinkC has always supported division and multiplication, I think.

It sounds like SlipDink may have 'rediscovered' SuperVars. I thought I discovered this too, but if I recall correctly, Paul and someone had used it before.
October 15th 2018, 02:12 AM
duck.gif
Toof
Peasant He/Him
I disagree. 
Multiplication, yes. But if an engine only stores integers... I've never actually bothered to check out the effects of diving. Plus, Im also not sure if it is possible.
October 15th 2018, 06:15 AM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
Integer division drops the remainder, just like in other languages (like real C). I think I added a modulo function in v1.08 so you can also get the remainder separately if you want.
October 15th 2018, 12:57 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@Toof:
If one integer has 32 bits... I might have a clue how to access that information in other languages, but DinkC can't divide. I'm curious about this. Still, I have to admit, only 31 true/false flags out of possible 32? Meh...

Yes, I did not see how division would work for this method of data storage. I don't divide. I use subtraction mostly. I'll upload my checkbit.c code for review by those interested in the near future. Perhaps the modulo math redink1 made available would help, but I did not know about that being available in DinkC at the time I came up with my technique.

@redink1 & all others:
The technique (for 31 bits of info in a DinkC integer) I used is rather crude and computationally intensive, but it does work. (Well, it seemed to work reliably until I tried to test it again today.) In fact, it probably should not be used unless you really need a lot of binary (true/false) information so that you can make the use of this technique worthwhile compared to the overhead of the local variables needed to get my [external("checkbit", "main", &arg1, &arg2, &arg3);] logic to work.

Anyway, I had fun doing coming up with this approach (or at least deluding myself into thinking that I had come up with it), and I must admit, that was mostly the reason I did it. I looked at the "SuperVar Source" a while back (and again just this morning) and even used similar logic (dividing/multiplying by 10's) for a different part of some other code I used for "Before...", which I (of course) noted in my "credits.txt" file. You could certainly say that my binary data storage technique was inspired by that method, though (as you my guess) I wanted to take it further.

I'd be delighted if someone (who was much more mathematically inclined than I) could make the method I use more efficient within the constraints of DinkC, replacing some of the internal code within my checkbit.c module. Since there seemed to be some interest in what I did and how I did it, I'll clean up, throughly comment and release the code to the DN shortly (after I hunt down and smash a bug I just discovered in the checkbit.c module!).
October 15th 2018, 01:52 PM
duck.gif
Toof
Peasant He/Him
I disagree. 
@SlipDink
You can easly google the algorithm for turning ints to bits. Its a simple do-while loop, and if DinkC supports checking whether the remainder is 0 or above, than it should be possible. I never tried to make and pass an argument to some dinkc function. But that should do it. Declare an integer of 4 billion something (max value of int), and pass how many times you're gonna divide it by two. Every step gives you a bit. Id have to sit down, and check that though. I forgot the algorithm myself.
October 15th 2018, 02:25 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@Toof:
You can easly google the algorithm for turning ints to bits. Its a simple do-while loop, and if DinkC supports checking whether the remainder is 0 or above, than it should be possible. I never tried to make and pass an argument to some dinkc function. But that should do it. Declare an integer of 4 billion something (max value of int), and pass how many times you're gonna divide it by two. Every step gives you a bit. Id have to sit down, and check that though. I forgot the algorithm myself.

Please feel free to upload some DinkC file that demonstrates how this would work within the limits of DinkC! I had trouble using division successfully and so switched to another technique. But, I'm not proud! If your technique works better I'll use it.
October 15th 2018, 03:12 PM
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Toof
Peasant He/Him
I disagree. 
Will do. Some things I might have overlooked, plus I have to test division myself. Im thinking about this while driving in the bus...
October 17th 2018, 05:37 PM
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toof
Peasant He/Him
I disagree. 
@redink1
After examining SimonK's super-var file, all I can conclude is that he hasn't made a dmod for quite some time, because he's busy optimizing fuel injection control software for long-range rocket engines...

@SlipDink
After examining the idea about turning numbers into binary representation, well, that has some shortcomings. Since the largest 32 bit int value is 2.147.483.647, or written alphabetically twobillionandonehundredthousendandfortysevenmillionsfourhundredandeightythreethousandssixhundredandfortyseven (fun fact, we use long scale number naming system in my country, so the translation would be different)... Ugh, where was I...?

Oh, right!

Since that number holds 10 digits, our binary representation would also hold the maximum of 10 digits, because it's technically (not to mention literally) still an integer.

The only reasonable thing to do, is to make an algorithm that will count up to certain point, and extract that exact point. Say we have a number 12 (1100 in binary), and some function in DinkC, dinknary(), where if you plug in... say... 3, it'll get what's on position 3 (duh)...[1101].

However, I don't see the point bothering with this, since changing the number will dramatically change its binary form... unless you need just static boolean values stored in one number...

That being said (and written, mind ya), I'm still curious about what you've come up with.
October 18th 2018, 10:49 AM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof:
I just spent a day or so working on the last few bugs (they were boundary related errors) in the DinkC code for this "way to store a surprising amount of data (up to 31 true/false flags) in one integer in DinkC", which I call checkbit.c. I'll keep testing it a bit more to make certain I've coded to trap all the errors that snuck in; but for now it certainly seems to be working.

Once I'm a bit more confident that it works 100% reliably in DinkC, I'll upload it, a readme.txt about how to use it and a key-67.c module (press [C] to test checkbit.c) as checkbit.zip for others to criticize and/or enhance.



So, how are you coming with your DinkC "simple do-while loop" passing in an argument that tells us "how many times you're gonna divide it by two", etc.? I'd certainly be willing to use anything that works better than my code which I know is rather crude and computationally intensive.

October 19th 2018, 01:44 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@redink1:
I've uploaded checkbit_1.0.zip. Please make it available to all at your convenience.
October 19th 2018, 01:53 PM
duck.gif
toof
Peasant He/Him
I disagree. 
DinkC "simple do-while loop"
The only programming tool I have is Code-Blocks (it's actually a full IDE), and I'm not familiar with the debugger for it. Plus an awfully slow connection doesn't help. I didn't have the time to test these things. I've written a single script in C (which I'm also not familiar with), and so far the output is rotten. Will continue to work on it.

Edit
I don't know where modulo function is. Basic idea is this:

Again I'll use 12 (1100)
x / 2 = some_number + remainder
12 / 2 = 6 + 0
6 / 2 = 3 + 0
3 / 2 = 1 + 1
1 / 2 = 0 + 1
As you can see, the remainder list is a reverse binary form. I don't think we need to reverse it back. It'll function in pretty much the same way, but without complications. Sooo:
void hit(void)
{
	int &number = 12;
	int &count = 3;
	int &crap = &number;
	loop:
	if(&count > 0)
	{
		&crap % 2; // this is where modulo function should be
                &crap / 2;
		&count -= 1;
		say("&crap", 1);
		wait(200);
		goto loop;
	}
	else
	{
		say(&crap);
	}
}

And a pseudo DinkC:
void binary(&counter)
{
        int &crap = &global_var
        // &global_var is your global variable, so it shouldn't be
        // passed as parameter since it is accessible everywhere... right?
loop:
	if(&counter > 0)
	{
                &crap / 2;
		&count -= 1;
		say("&crap", 1);
		wait(200);
		goto loop;
	}
	else
	{
                // another helping global var to catch the output
		&another_global = modulo(&crap);
	}
}
October 20th 2018, 05:27 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Okay, so toof.c (see this below variant of your DinkC code), now runs in DinkC; but how do we set, reset and test various bits within a DinkC integer using your code? I must be missing something here.

// This is a variant of toof's DinkC "simple do-while loop" DinkC code:
void binary()
{
	int &counter = &arg1;
	debug("toof: counter=&counter; status_bd=&status_bd");
	int &crap = &status_bd;
	// For my tests, I used &status_bd as the global variable.
	// Since it is accessible everywhere, it is not passed in.
loop:
	if(&counter > 0)
	{
		&crap / 2;
		// I assumed you meant to use the passed in value &counter
		// here, not the (apparently undeclared) value &count.
		&counter -= 1;
		debug("toof: counter=&counter; crap=&crap");
		wait(200);
		goto loop;
	}
	else
	{
		// I found the DinkC modulo math function in
		// the "DinkC Reference v4.0" help file! I also
		// changed the code to return a value via normal 
		// DinkC methods instead of the slightly more
		// efficient method (but *somewhat* less safe (?)
		// if more than one script is calling this code at
		// about the same time?) of using a global to
		// return the value.
		&crap = math_mod(&crap);
		return(&crap);
	}
}

For example, if we set &status_bd to 12 and pass in the value 8 as the &counter parameter, it would be nice if we got back some indication that the "bit 3 (value 8)" is set in &status_bd. We invoked "external("toof", "binary", 8);". Below are the results we find in DEBUG.TXT.

Dink:toof: counter=8; status_bd=12
Dink:toof: counter=7; crap=6
Dink:toof: counter=6; crap=3
Dink:toof: counter=5; crap=1
Dink:toof: counter=4; crap=0
Dink:toof: counter=3; crap=0
Dink:toof: counter=2; crap=0
Dink:toof: counter=1; crap=0
Dink:toof: counter=0; crap=0


If we do the same thing for &status_bd (setting it to 12) and invoke "" and then check "bit 3 (value 8)", we get results like those show below which tells us that bit 8 is set, as we would expect.

Dink:CHKBIT: do operation(-1) on bd=12(2: status_bd) using which=8)
Dink:CHKBIT: do operation(-1) using which=8; wrkbit=1073741824)
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=536870912
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=268435456
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=134217728
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=67108864
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=33554432
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=16777216
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=8388608
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=4194304
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=2097152
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=1048576
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=524288
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=262144
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=131072
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=65536
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=32768
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=16384
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=8192
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=4096
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=2048
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=1024
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=512
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=256
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=128
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=64
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=32
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=16
Dink:CHKBIT: op:-1 --> bs=12; which=8; wrkbit=8
Dink:CHKBIT: op:query --> bit 8 was found set in 12.
Dink:CHKBIT: done
October 21st 2018, 09:27 AM
duck.gif
toof
Peasant He/Him
I disagree. 
but how do we set, reset and test various bits
What I've said so far was strictly for static values. So no variable changing.

But let's say you have a fetch quest for Bob, and he has &bob_var global variable:
void talk(void)
{
	if(&bob_var == 0)
	{
		say("Bring me some Talporn!!", ¤t_sprite);
		&bob_var = 1; //bug alert here, but ignore it for now
	}
	if(&bob_var == 1)
	{
		say("Have you found Talporn yet?", ¤t_sprite);
		
	}
	// Dink finds some Talporn eventually which sets &bob_var = 2;
	if(&bob_var == 2)
	{
		say("I brought to you your deepest desire", 1);
		say("Muito obrigado", ¤t_sprite);
		&bob_var = 3; // again, bug
	}
	if(&bob_var = 3)
	{
		say("I'll never forget the favour, Dink", ¤t_sprite);
	}
}


Now, this &bob_var, goes from 0 to 3 (so 0000 to 0011). I'm thinking about another function now, that will be able to change the global binary var. Otherwise, yes, this whole concept is useless.
October 21st 2018, 10:20 AM
duck.gif
toof
Peasant He/Him
I disagree. 
This should do it. Please test it
// lets say, our &global is 0001 (1), and we want to
// change third bit, so it becomes 0101. This function must compute what
// number we get, when we change just this one tiny bit. In this case, output should be 5.

// We pass into the function which position we wanna change
// in this case, 3, and we pass whether we wanna change it into 1 or 0. In this case 1.

// &global is our global variable

// &arg1 = 3; &arg2 = 1;
// &counter will be 4, because we're dealing with 4 bits. But normally, it should loop 32 times,
// for 32 bit integer

void binary_change(3, 1)
{
	// we copy the &global to &crap, and set &new_global for output
	int &crap = &global;
	int &new_global = 0;
	// helping variables, since we cant have more operations at the same line
	// &help is value of current remainder,
	// &increment is value of current bit (at first position its 1, second position its 2, third position its 4...)
	
	int &help = 0;
	int &increment = 1;
	
	int &counter = 4;
	
	loop:
	if(&counter > 0)
	{
		// until we don't reach the desired bit position, just compute global var value 
		// based on bits as they are
		if(&counter != &arg1)
		{
			&help = math_mod(&crap);
			// We compute the new value of &new_global, based on current bit. Like you would normally do on paper.
			&help *= &increment;
			&new_global += &help;
			&increment *= 2; //multiply by two, I forgot the syntax
			&counter -= 1;
		}
		// we came to bit we wanna change
		else
		{
			&help = &arg2; // give the bit desired value
			&help *= &increment; //calculate that value based on position, the rest is the same
			&new_global += &help;
			&increment *= 2;
			&counter -= 1;
		}
		goto loop; //we still need to loop through remaining bits
	}
	else
	{
		return(&new_global); // all bits are looped through
	}
}
October 21st 2018, 11:04 AM
duck.gif
toof
Peasant He/Him
I disagree. 
Finally, I've been messing with my Bob example, assuming that my second function works. Scripting it is a nightmare using the first function. So I'll try to modify my second function, to compute the whole number based on a selection of bits.
October 21st 2018, 11:54 AM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof:

Okay, so I reformatted your binary_change(3, 1) function a bit and changed it to reference and change the global &status_bd. Then, I added some logging statements. I also set &counter to 32, because the point of this exercise is to be able to set, reset and check a particular bit within a single global DinkC integer. Next, I corrected all "*=" multiplication invocations to use "*". Finally, I changed the way you handled the &arg1 and &arg2 pseudo variables so that their use seems a bit safer to me. Since any Dink procedure can have a function within it that uses these pseudo variables, I think it best to copy the values to something local right away.

At the moment, we still lack a procedural way to test bits within &status_bd, (our binary data global using "binary_change()"). However, I set out to test how your code could set and reset bits within a global DinkC integer.

And, in my testing (using key-84.c, pressing the [T] for testing toof.c), I found that the procedure seemed to cause DinkC to hang when called. Perhaps this is because you don't change &crap within your loop anywhere?

Anyway, since you use linux, I've turned over the work I did on toof2.c and it's testing module, plus some other items of interest for you to help you continue to test and develop your idea. You can download a zip archive file of this stuff I made up at this URL. Let me know when you reach success. I'll leave that zip file up there for a few days. Good Luck!

I'm going to get back to working on my dmod "Before...", since it seems checkbit.c does all I need it to do.

October 21st 2018, 04:37 PM
duck.gif
Toof
Peasant He/Him
I disagree. 
Will do. And future posts will go to that other thread I've made. I'm still interested in what checkbit.c does. But hold that until the dmod is released.
November 8th 2018, 05:15 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Progress Continues on "Before..."!

I've got over 250 scripts and have a good sized map. I'm working on some interesting animations now and then should soon begin programmer testing. Then if we are lucky (and the end-of-year-holidays don't get me too busy with RL stuff), I may have a beta release ready by early next year.

Hooray!

Is anyone interested in a few screenshots or curious about some elements of the plot?
November 8th 2018, 05:52 PM
peasantmp.gif
Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
post 1000000000000000000000 things about the game
November 8th 2018, 06:47 PM
duck.gif
Toof
Peasant He/Him
I disagree. 
Never cared much for screenshots... Sooo, plot please. Just a hint, cause I hate spoilers...
November 9th 2018, 10:18 AM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof:

Well the basics are in the first posting I made to open this thread. Maybe you missed that. To quote myself ...

"The story is one of Dink's childhood, and his first adventure. It involves pigs and ducks, strange avian avatars of an evil presence, a quest that he is supposed to finish before dinner time, and a surprise that sends him off ( through oblivion ) to another quest altogether."

Want more? If so, just ask. I'll try to reveal a bit more without giving too much away. I hate spoilers too.
November 9th 2018, 10:27 AM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@Skurn:

post 1000000000000000000000 things about the game

Sigh... Skurn, I frequently do not know when to take you seriously or not.

Anyway, here are some links to some screenshots you can view.

o Dink considers entering an abandoned mine.

o Dink thinks about trying out his new magical powers.

o An evil sorcerer dismisses his minions.

o Dink waits respectfully at the edge of a magical Fairy Ring.
November 9th 2018, 04:17 PM
duck.gif
toof
Peasant He/Him
I disagree. 
Well the basics are in the first posting I made to open this thread. Maybe you missed that. To quote myself ...

No, I haven't missed that, but this is the third time that you're giving me such an answer... Maybe it's time to check my brains for Alzheimer...

The screenshots look wow!
November 11th 2018, 12:36 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof:
The screenshots look wow!

Thank you for your kind words. I'm glad I've piqued your interest.
November 11th 2018, 12:40 PM
spike.gif
SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Well, at least two people (Skurn and toof(*)) are interested in this dmod. :-}

(*) or is that Toof? Maybe I've caught the interest of 3 people (Skurn, Toof and toof)! This is a major increase in the number of people interested!

November 13th 2018, 05:48 PM
duck.gif
toof
Peasant He/Him
I disagree. 
of 3 people (Skurn, Toof and toof)!
I refuse to be mixed up with that diabolical, twisted, son of a witch! The two of us have nothing in common, except those last three 'oof' letters and body and soul and mind.
November 13th 2018, 05:49 PM
duck.gif
Toof
Peasant He/Him
I disagree. 
I refuse to be mixed up with that diabolical, twisted, son of a witch!
Screw you too duckface!
December 3rd 2018, 12:31 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Status of Before...

To the two (or is it three, including both Toof and toof?) people showing interest in this dmod, I have a general report on the status of development:

o I continue to play-test, and update the walkthru.txt file.

o Of late I am adding two new screens that represent some fairly elaborate encounters Dink has with some interesting characters he can talk to, interact with, etc.

o Over 240 megabytes of graphics and fun animations in the graphics directory!

o Over 250 (and growing) scripts in the story directory! (*)

o Over 33 megabytes of sounds in the sounds directory!

(*) Ahem... Okay I admit that the number of scripts has not changed much since my last report. But I've made a lot of changes to some existing scripts, really!

December 4th 2018, 01:38 PM
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toof
Peasant He/Him
I disagree. 
Script count doesn't mean anything. You're making fast progress though.
December 4th 2018, 03:02 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof:

Script count doesn't mean anything. You're making fast progress though.

Thanks for your kind words toof. I wonder if your alter-ego, Mr. Toof, will have anything to add?
December 4th 2018, 06:24 PM
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Toof
Peasant He/Him
I disagree. 
I wonder if your alter-ego, Mr. Toof, will have anything to add?

Sure. Hey toof, you dink! Yeah you, you little bitch! I hope you die slow and agonizing death by choking on the Dead Dragon's Carcass decomposing body stench!

Joking aside, my status of giga-galactic superstar has prevented me from writing a review for you dmod. Especially since I've decided to start it all over again, because I've made some wrong choices within the game, and saved them over my old savegames. I'm reckless I know. Back to the point, if you have some long cutscenes, give the player a choice to skip 'em, so if he/she/it/random_gender wants to replay a dmod, he/she/it/random_gender doesn't have to stick through them each time, until he/she/it/random_gender knows every line of the dialogue better than his/hers/it's/??? name...
December 21st 2018, 11:02 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Progress continues for "Before...".

- This module now contains over 310 megabytes of files when installed, including many fun animations and sounds and over 280 scripts.
- An entirely new ending is being worked on, to give those who have otherwise ruined their chances a second chance at achieving success!
- I've come up with some new magic items and tools.

I'm still projecting the 1.0 release will be out early next year, even though I have had to slow down development some during the holiday season as a result of RL social obligations, etc..
December 27th 2018, 07:28 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof (not that diabolical, twisted, son of a witch!, Mr. Toof):
Don't try to read the message I left for Mr. Toof. It is for him, not you! You are much too nice a person to read it.

December 27th 2018, 07:44 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
While it remains true that "I'm still projecting the 1.0 release will be out early next year, even though I have had to slow down development some during the holiday season as a result of RL social obligations, etc.", I have to admit that I'll be slowing things down (in terms of "Before..." development) even more.

You see I got this Canakit Raspberry Pi system as a holiday gift and I'm eager to play with it a bit, (though I'm currently waiting on the delivery of some additional electronic parts that I ordered that will make it more fun to use).

Anyway, I promise that I have not stopped work on "Before...". It's still coming, honest! So, you needn't consider giving up hope.
January 16th 2019, 05:38 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Development of "Before..." proceeds. I'm approaching 300 scripts (at about 1.5 megabytes of .c files), over 250 megabytes of graphics, and 34 megabytes of sound files. Using my checkbit.c DinkC logic, I've generated two "binary data" variables that store over 40 yes/no type values.

The young Dink (remember he is only a boy in this story) will be challenged to survive, will have the option of someone's help (as mentioned above), will be required to battle assorted monsters (of course!), will be sent on a disturbing quest, and will have to frequently decide how he should act as a "man of honor".

I'm presently adding what I assume is a fairly innovative way to restart the game that will allow the player to skip through all long scenes, long cut-scenes and long conversations that they have seen before. Then I will embark on an extended effort of testing.

I'm still hoping to be ready for a 1.0 release in the early part of this year.
January 17th 2019, 07:49 AM
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toof
Peasant He/Him
I disagree. 
will have to frequently decide how he should act as a "man of honor".

Will those decisions affect the gameplay/story?
January 17th 2019, 08:54 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof:
will have to frequently decide how he should act as a "man of honor".

Will those decisions affect the gameplay/story?

For the most part no... until the last section of the game. Then, they will matter a good deal, though Dink may also have a chance to redeem himself.

January 30th 2019, 12:56 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Getting closer!

All the story and scripting ideas I wanted to implement (or at least close approximations of same) are in place and I'm in the last stages of developer-testing.

The Beta Release is coming soon!
January 31st 2019, 04:44 PM
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RangerLord
Peasant He/Him Hungary bloop
The nation above all 
I would be interested in beta testing.
February 1st 2019, 10:56 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@ RangerLord:

I would be interested in beta testing.

Thanks! I'm still doing some programmer - testing but am very glad to learn that that you would like to help out when version 1.0 (the beta release) is uploaded to the DN for it's world premiere. This dmod includes some (somewhat) new kinds of functionality that are getting hard to debug in DinkC! I'd appreciate any help in getting things to behave as I want them to.
February 1st 2019, 01:49 PM
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Toof
Peasant He/Him
I disagree. 
In case of debugging, I often make an additional sprite that uses say() to list variable values at certain points. But Im guessing, most of the people here do that.
February 2nd 2019, 06:00 PM
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Ghostlight
Ghost They/Them
 
I use a key-#.c script with a choice menu, set up for modifying and displaying globals such as &story if that helps with anything.
Though if it changes/displays 4 or more it gets to a point where you need to keep scrolling down to +1 or -1 the value you want to adjust.
February 3rd 2019, 07:42 AM
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Toof
Peasant He/Him
I disagree. 
Im assuming that he is using externals a lot, which can complicate matters...
February 3rd 2019, 03:37 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Thanks for your ideas folks. I use several key-nn.c scripts and another script I call shout.c which I attach to certain sprites or call from certain scripts using external.

I also use the Dink engine debug feature to log output when necessary to study the results of several processes, etc.

Depending on how things go, I may also choose to provide the beta release to a small audience before uploading to the DN too.
February 27th 2019, 01:31 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Would anyone like to be on the beta testing team for "Before..."? I should be ready for beta testing before March 31st if all goes well.
February 28th 2019, 01:41 PM
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RangerLord
Peasant He/Him Hungary bloop
The nation above all 
I would be interested in testing.
March 1st 2019, 11:53 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@RangerLord (and anyone else who wants to "sign up" to help with the beta test):

Okay, thanks very much for "signing up" here. I'll contact you with a Dink Network private message about how you can download it when the time comes.


March 11th 2019, 12:03 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
The game v0.91 beta release tops out at 318 scripts, 35 mg of sound; 258 mg of graphics.

I've made it available to the beta test team (well only one brave soul who was willing to help me ). But, it's not too late to ask me to include YOU as a part of that team! For one thing, I was UNable to test the game with any success at all using the latest DinkHD. *IF* this game gets released as compatible with DinkHD it will ONLY be through the (detailed) help of others.

Right now, the game requires truecolor mode using freedink or Dink 1.08x or possibly 1.09x. Alas, DinkHD does not work reliably with it.
March 19th 2019, 11:23 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
I have just uploaded the 1.00 version of "Before..." to the DN! Let me know what you think of it.

Thanks to my beta tester who helped me remove some "bugs" and make the operation of some of the unique game features a bit more clear.

Note that at present, I'm still not able to say that this dmod is compatible with DinkHD.

March 19th 2019, 06:08 PM
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toof
Peasant He/Him
I disagree. 
I still has to finish the previous one. Is the updated version of All that Glitters savegame compatible?
March 20th 2019, 11:10 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@toof:
I still has to finish the previous one. Is the updated version of All that Glitters savegame compatible?

While I added no new global variables to the 2.0 version (see the version.txt file for details of what the changes are), I did change the values of some of the global variables that are used as constants. So, yes(*), the save game files should be compatible, but playing with the old save game files will not allow you to take advantage of 100% of the improvements in game play that the 2.0 version represents. When I tested some of my changes I started with some old save game files.

(*) This assumes I understand how make_global_int() works in the "dink engine".
March 21st 2019, 04:54 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Sorry, I usually get notifications when people post files, but I accidentally broke that functionality.

It is approved, will post news later today.
March 21st 2019, 11:00 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Thanks for posting it.

BTW, please add that it is of class quest in scope. Sorry if I forgot to mention that when uploading it.

March 21st 2019, 01:33 PM
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Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
wuh - i remember that birth certificate thing...but where
March 22nd 2019, 11:22 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@Skurn:
wuh - i remember that birth certificate thing...but where

Dink showed his birth certificate to the Leader of the Mud People in the "All that Glitters!" dmod to explain why people called him Dink instead of Dirk.
March 22nd 2019, 02:45 PM
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Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
hurray! that means they're in the same continuity which means...

before... has ponies!
March 22nd 2019, 05:17 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
@Skurn:

hurray! that means they're in the same continuity which means...

before... has ponies!

Sigh... well if that makes you enjoy the dmod more, sure! I plan on making all my dmods continue to have some continuity with each other, as I've done in a number of subtle ways already.
March 28th 2019, 11:02 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
So, what do you folks think about my latest dmod ("Before...")?

How did you like the story, the humor, the game play?

What did you think of the "special effects" and unique ideas for game play?

What did you think of the new 'Summary mode'? Did you turn it off? Did you use it to only play the summary or did you also still get the 'full story'?

How many of you made it to the "good ending" or even the "bad ending"?
March 31st 2019, 08:27 AM
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RangerLord
Peasant He/Him Hungary bloop
The nation above all 
I liked this D-Mod. It adds some interesting backstory to the world. While I struggled in the desert area at first, after I discovered gold had to be dropped, and that IceFire magic works at scorpions, it wasn't that hard. Granted, I used Apollo's help a few times. I certainly liked it more than the maze in Glitters. Regarding the ending, it feels kind of gainax to me, like it's wierd. Overall it also has some pretty impressive stuff - thinking about the crow on the title screen. The rain was also nice. I got the good ending - mostly because I didn't kill Dink's animals and didn't waste the money I got from the pigs. I didn't use summary mode, I always listened to the full story. I also got the dagger and the snake bite kit - though if I still remember correctly they are both nedded to finish the game.
March 31st 2019, 05:39 PM
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toof
Peasant He/Him
I disagree. 
I've talked with everyone in the village, that's my progress so far...