reDink v0.03 Released
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:
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).
- Experimental support for 10 times as many SET_SPRITE_INFO lines.
- 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)
- 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.
- 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.
the status bar thing would be freaking cool, i need that for anarchy hobo party. keep up the work, redink.exe RULES
redink1 fixed the danged variable scoping problem of horror and terror
Holy crap, I feel good.
Holy crap, I feel good.
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!
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!
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!
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!
Sounds excellent, I'll have to have a look at that..
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.
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.
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;
//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;