The Dink Network

reDink v0.03 Released

February 9th 2004, 04:57 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I'm not going to make a news post, because reDink only potentially effects a very small percentage of the Dinker population.

Anyway, I updated reDink to v0.03. Here are the changes:

Bug Fixes:
  • Fixed a bug with changing palettes (before they had to be 640x480 otherwise screen-scoll problems would occur).
General Improvements:
  • Experimental support for 10 times as many SET_SPRITE_INFO lines.
DinkC Additions:
  • clear_editor_info(); //Erases all editor information (i.e. editor_seq, editor_frame, and editor_type)
  • load_map(string map.dat, string dink.dat); //Loads the map/dink.dat you specify.
  • sp_blood(int sprite, int seq, int num); //Changes the blood sequences for the specified sprite. seq is the starting sequence, num is the number of sequences to randomly choose from (i.e. sp_blood(1,187,3); would choose randomly amoung the three default blood sequences)
Note:
  • load_map() information persists even after you load the game. The D-Mod author will have to keep this in consideration, so map screens with savebots should exist on *all* maps. This may be fixed in later patches.
Future Plans:
  • Fix variable bug so &something will always be called, even with an &some declared before hand.
  • Fix variable scoping bug where some variables are discreetly 'shared' between two instances of the same script.
  • Add optional extended save game support, supporting much more global variables, more weapons/magic slots (combined with custom inventory screen), and editor information for multiple map files.
  • Add interface ini file to define strength, defense, magic, life, current weapon, etc on the status bar.
  • Add inventory ini file to customize inventory screen.
  • Add a bunch of cool shoot.
Edit: Whoops, I forgot that I added var_used() which returns the number of variables used.
February 9th 2004, 06:00 PM
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joshriot
Peasant They/Them United States
keep it real 
the status bar thing would be freaking cool, i need that for anarchy hobo party. keep up the work, redink.exe RULES
February 9th 2004, 06:35 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
redink1 fixed the danged variable scoping problem of horror and terror

Holy crap, I feel good.
February 9th 2004, 08:59 PM
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SimonK
Peasant He/Him Australia
 
That's because you are good. Good King Dan!!
February 9th 2004, 09:17 PM
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Paul
Peasant He/Him United States
 
Three cheers for redink1!
Hip-Hip Hurray!
Hip-Hip Hurray!
Hip-Hip Hurray!


No, better make it four, since that bug gave me such hell in Triangle Mover.
Hip-Hip Hurray!
February 10th 2004, 01:23 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Dan for President! Woohoo!
February 10th 2004, 05:03 AM
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SimonK
Peasant He/Him Australia
 
I thought I'd do a quick blood pack to try out the new redink.exe - and I love it. Green blood, blue blood, black blood (well, blackish purple) white blood (or milk), yellow blood... or maybe it's gold...

At last monsters can have their own colour blood.

Anyway I've uploaded it to the DN using the new upload function - w00t - and to think people say Dink is dying... hah! He has new blood now!
February 10th 2004, 05:27 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Sounds excellent, I'll have to have a look at that..
February 11th 2004, 06:28 AM
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joshriot
Peasant They/Them United States
keep it real 
i had an idea that would be pretty cool for redink.exe, though i dont know much about the technicallities of C, but it would be nice to have some kind of spawn or external command with parameters. like for instance you can have a script

int &bob = create_sprite(1,1,1,1,1,1,1,1,,11,);

and then you can do spawn("this crazy ass explosion",&bob) and then in the "this crazy ass explosion" script you can refer to &bob just like you can in the script you initialized it in.
February 11th 2004, 06:34 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Yeah, that would be cool. But difficult. And its already sort-of possible to do what you want:

//bob.c
int &bob = create_sprite(320,200,9,651,1);
&save_x = &bob;
spawn("crazexp");

//crazexp.c
void main(void)
{
int &bob = &save_x;

February 11th 2004, 02:32 PM
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wow. you're a clever dan.
February 11th 2004, 02:40 PM
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merlin
Peasant He/Him
 
Yeah...inside jokes don't work too well on this board.