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July 26th 2010, 03:56 AM
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ToKu
Ghost They/Them
 
The idea to create a new engine is thrilling. That it is not compatible with the old versions would be a small issue. In my opinion not worth to think about. The bad thing with the new engine is that it is a hugh investment in time and testing. And afterwards to get the additional tools around will take time as well.

I would be happy with the freedink version as well. Unfortunately it has a lot of issues as the original Dink. E.g. in Freedink the get_next_sprite_with_this_brain is not working properly (that was the reason when I gave freedink up for Forest of Doom).
+ In both engines the init("load_sequence_now..."); does not work as expected.
+ The sp_frame_delay works if you want to increase the delay time. If you decrease it nothing happens (e.g. sp_frame_delay(10000); -> animations 'stops' -> sp_frame_delay(33); -> animation still not moving).
+ In the dink engine the issue with the exact writing of statements: If you write if(&a==1) it will not work you have to write if(&a == 1)
+ In the dink engine its strange that animations on slots other than ..6 (e.g. 806) will run forever if you start them for a one time reverse animation: e.g. sp_reverse(&arg1, 0); sp_seq(&arg1, &cur_seq); sp_frame(&arg1, 1);
+ sp_script called twice for one sprite kills the calling script

If there is support for arrays, strings, logical operations then I would be happy with either original Dink or Freedink.