Seth's Profile
I like makin' games. How couldn't you?
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
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
Seth has released 10 files
Title | Category | Avg | Updated |
---|---|---|---|
Dink Smallwood Original 3ds Max Models | Development, Official | 9.5 | August 26th, 2023 |
Dink Smallwood HD | Official | 8.6 | August 15th, 2022 |
Mystery Island | D-Mod, Quest, Official | 8.1 | January 2nd, 2010 |
Dink Smallwood CD Audio | Official | 8.2 | August 7th, 2006 |
Dink Smallwood 1.08 Source Code | Development, Source, Official, Dink.exe | 9.9 | March 10th, 2006 |
Dink Smallwood | Official | 9.5 | March 10th, 2006 |
Search for Milli Vanilli (The) | D-Mod, Romp | 5.5 | February 26th, 2006 |
Mystery Island BMP Graphics | Development, Graphics, Official | 9.4 | January 1st, 1990 |
Dink Smallwood BMP Graphics | Development, Graphics, Official | 9.1 | January 1st, 1990 |
Making of Mystery Island (The) | Development, Tutorial, Official | 5.9 | January 1st, 1990 |