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November 14th 2019, 01:50 PM
Peasant Male Poland
After writing the bulk of the dmod, I toyed with the idea of the game "forcing" Dink to buy THE sword(Carnifex Maximus), since the sword is so much a fun part of the game later. If you have never played using "the sword", then you may want to do that next. Also, if the game is too difficult without THE sword, then I won't consider that a bug. Rather, it is an encouragement to play again, this time buying THE sword.

Nahh, I like hardcore beginnings As a matter of fact I remember playing a romp few years ago that had even a more rough start, you were just force to grind several levels before you were even able to leave the initial area without being slaughtered by the very first enemy you encounter!

Besides, once you find one very helpful magical item dealing with enemies is no longer a problem.

I will check the second version later, I actually began playing with the sword once, but I was seeing where it was going and its behaviour was... just to say... irritating.

but I think I see what got your attention in the upper left corner

I got a habit of trying to enter everywhere, just to make sure I won't miss any of the secrets

Yep, I found out about this one myself recently and have already made changes for the next release to fix this serious bug. If you need me to make a release to Google Drive with this fix in it so that you can continue playing the game, let me know.

Actually I would be grateful, because the mud area is quite large and it would be useful to at least partially know where am I heading. So if you could send me that new version I would appreciate that.

By the way, 2 fresh things:

5. I don't quite understand how does that clock work - and if correctly. It is visible constantly after I entered the "mudlands", but on some screens I can spend even several real-life minutes without having the clock proceed even for 1 minute, while on the other screens-I can't even stop on them for a moment, because the clock is going forward quite fast: +3, +6, +9 in-game minutes... That's a bit awkward.

6. This screen (478):
is just a pure hardness mess... nothing is logical here, hardness is present where it should not be and vice versa... I entered it from the east and walked through the yellow line, then I was barely able to leave this place. At least I could blast hellfire in the direction of the red arrow, but not upwards. With the ??? I marked the areas that are illogical to have hardness placed there in relation to the placement of the trees and plants. For example, hardness is present where there is only grass or a graphics of branches that obviously should not be stopping Dink. As for the blue arrow: hardness could be moved up a bit here, because its location is not the same as the base of the tree and the bush nearby.