The Dink Network

Feedback?

Bug Mania

April 24th 2008, 07:40 AM
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So... Have you played it? What did you think?

Feedback is useful for future D-Mods, even though this one isn't a normal style D-Mod.
April 24th 2008, 02:38 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
I think the game is pretty fun, but it's a bit too hard for me. I'll play it some more tomorrow, and see if I can finish it.
April 24th 2008, 10:18 PM
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Someone
Peasant He/Him Australia
 
I really enjoyed it. It was fun, the easter eggs were cute, and the humour after each scene was great There was a bug with the dead dragon cave: when I took out all the lights, I couldn't leave. The only disappointment was that there wasn't a final stage that was significantly faster or more threatening than the others. Yeah there was a timer but it didn't bother me. Besides that I felt the gameplay could have been faster towards the end, you didn't really exploit music to give an illusion of emergency, and lack of story fails to give the player an emotional incentive to care if the pillbugs take over the town (what can pillbugs do anyway?).

On the whole though it was short and polished. I found the bug playing again looking for easter eggs, so I enjoyed it enough to (attempt to) play it twice
April 28th 2008, 07:39 PM
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Hmm I'll check that bug with the lights, thanks. It should only do that during the little cutscene thing.

I tried to balance out the last timer by giving enough time to find a couple of secrets and have a bit of fun but not enough time for a thorough exploration. If you just go for the bugs it'll be pretty easy. And about the last stage, I ran out of ideas

Having no story has been mentioned before but I didn't really think it necessary; would you want a houseful of beetles? Plus it might get a bit clogged up with cutscenes and detract from the gameplay.

Glad you liked it
May 2nd 2008, 06:56 AM
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Are you sure it's a bug?
After the girl has run out you should be able to leave. It works for me and I can't see anything wrong in the scripts
May 3rd 2008, 04:26 AM
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Someone
Peasant He/Him Australia
 
It happens if you click on the girl and take out the lights before the Nelson line. She says

eek (girl)
dark in here (dlive)
nelson? (girl)
must have imagined it (girl)

and there is no explosions, even though they occur immediately after the dark in here line in dlive!

Looking at your scripts it seems that Dink.exe gets confused if there's more than one say_stop for the same sprite, and only the script associated with the most recent say_stop continues.. (i.e. not t-6-dlive)

Stick if (&ldc > 0) return; after the wait 2000 and 400 in t-6-girl.c to fix..
May 3rd 2008, 08:43 PM
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dinkmega
Ghost They/Them
 
O.O nice
May 3rd 2008, 08:50 PM
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I see, thanks! I'll fix that and upload a patch.
May 4th 2008, 03:19 AM
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Beuc
Peasant He/Him France
 
(thanks Someone for pointing me to this post )

From what I see in the source code, say_stop(&sprite, ...) kills all other texts for &sprite (C function "kill_text_owned_by()"). This is somewhat brutal and prevents the killed texts from returning to their script.

This bug has been around for a while. I remember a D-Mods where this occured. In a bar, there was a background chatter script where customers would say random things. If you talked to a guy, this engaged a conversation where Dink was frozen, so the player could type [space] to skip the line. If you were unfortunate enough, the chatter script would pass just as the other guy was saying something, hence breaking the talk script. Since Dink was frozen, you had to exit the game with Ctrl+Q (or reboot the computer)

(added to FreeDink bugfix list )
May 2nd 2009, 04:36 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
I found a bug in the new version. I tried to download it several times and play it with windowed & non-windowed mode, but it always started the game with the winter (ice) level.
But when I downloaded version 2.00 it worked fine.
May 2nd 2009, 11:44 PM
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Wow, thanks!

I'll upload a fixed version asap