The Dink Network

Reply to Re: Dink Smallwood v1.08 - Suggestions

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
July 3rd 2005, 08:50 PM
seth.gif
Seth
Peasant He/Him Japan
 
Hi guys,

Thought I'd pop in and add my two cents!

To clarify, yeah, I mean limit the game logic (and backbuffer frame update, no reason to keep updating that when nothing changed) speed to 60 frames a second or so. (it just adds a delay so even if the video card isn't locked to refresh, timing doesn't break because the game is being updated 1000 times a second)

I don't mean playing with the refresh rate, of course.

The reason for the limit is because of the horrible int-based timing system used in Dink... it's a very simple band-aid fix, much easier and less likely to break things than actually fixing the timing system. (it's just a few lines of code)

Also, I wouldn't add hicolor support, unless it's in a separate non-default mode/exe. The reason is it basically triples the hardware/mem requirements without any noticable improvement in Dink or any dmods, as they are all designed for 8 bit dink I would assume.

It also introduces more things to deal with such as needing to redo screenfade code.

I'd keep things very simple to get out a simple bug free, fully backwards compatible release pretty quickly. Can always add stuff later.

-Seth