The Dink Network

New Source Project: reDink v0.01

I've released reDink v0.01, a new source project of my own diabolical design. View the comments to see the bug fixes, improvements, additions, and known bugs.

Bug Fixes:
* In previous versions of Dink, there was a 1-pixel gap above the status bar where sprites weren't drawn. No longer.
* In previous versions of Dink, it was possible to walk around hardness at the edge of the screen during a screenlock. No longer.

Improvements:
* fade_down(int value); //1000 is default. The time the game takes to fade the screen down. Use 1-~200 for variable darkness. Is stackable, so if you do fade_down(32) and another fade_down(32), it will be about as dark as if you just did fade_down(64);
* "d-nomag.c" is run (if it exists) when the player uses Magic when none is armed.
* "d-notalk.c" is run (if it exists) when the player is talking to nothing.
* "k-enter.c" is run (if it exists) when the player presses the Enter key.

Additions:
* load_palette(char[200] filename); //To load the default palette, do something like load_palette("tiles/ts01.bmp"); Palette persists even after fade_down()/fade_up().
* show_inventory(void); //Displays the inventory screen, like when you press the Enter key, except without the sound.

Known bugs:
* The included exe has some issues, like when using Alt-F4 to exit, the game doesn't really exit, and Alt-Tabbing out messes up the Palette. At least, I've observed these bugs, you might not.