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August 6th 2010, 02:31 AM
fairy.gif
ToKu
Peasant He/Him Austria
Think positiv. Say NO. 
Hi Teenager,
I am glad that you liked my game. Here are some explanations/hints/answers

-Where, or is there, a key for that house up on the northwest corner of the map? If so, where can I find the key?
There is a key to the house (otherwise you will not be able to finish the game without cheating). There are two archers (where the engine most ofte kills the calling script and you get stuck - I uploaded a patch but the board didn't released it yet)
-I found the 3-liter barrel, but what about the 4-liter and the 5-liter barrel?
There is a 5-liter barrel and you are supposed to mix the 4 liters on the mix table
Many of the houses I couldn't enterThey are just decoration. It is my first DMod and I was happy when I finished it. So I had no nerve to make a lot of houses with may be story too.
-I found the mapYes there are maps for both parts. No really helpful (in my opinion) but still there are.
-I can't figure out the puzzle after you enter the secret in the waterfallsstart in the middle and it becomes easy
-The Pirates: Is there any way to actually beat the pirate in his little game?
This is a mathematical thing. Try to think how many things can be removed for sure in each round by both persons. Then it is very easy and has nothing to to with luck.

The house is very important because there you will find the head of the hammer.

I hate it when enemys reappear and you are able to increase your gold and strength by will. This is against the story to get too strong too early.

The problem with the waiting time: Because I have so many new enemies I had to workaround the limitations of the dink engine. In the engine you are allowed to have ~1000 slots. In each slot you can put 50 pictures. For an enemy you need 10 slots. Otherwise the engine is not able to bring the proper picture for the current direction. Well 3 times 10 slots because you have walking, attacking and dying. Most of the slots are already filled so in fact you only have ~140 slots free.
I use around 30 new enemies -> 30*30=900 slots
So in each screen the lg.c script loads the graphic it needs for the enemy on demand. And sorry, but this takes the time.

This workaround has another ugly side effect: The engine has a bug when it loads graphic during the game. Even when you put the graphics all into the same 30 slots all the time you will end up in a situation the static graphic like bushes bacome bats, stones, or whatever. In cases like this save the game, quit and restart. Sorry for it.

I tried to compress the graphics but I failed. I suppose this is due to the issue that I am not reducing the pictures to the Dink palette. So when I use the compressed pictures you only see black rectangles on the screen

To ninkasi:
brass whistle Yes there is one, but...
as mentioned earlier I filed a patch and you need it when you use the whistle - by the way this is a flute not a whistle (anyway). If you don't have the patch you will get hurt even when the little dragon is dead.

Reason for both 'bugs' (as far as I know): I call two times the sp_script function for one sprite. The second call kills the first calling script - with effects like 'freezeing everything' 'hurting Dink without reason and cause'

All my puzzles are logical one. So the parole guy is not as hard as you think - a hint that you as well can found in the game (at the furious goblins in the well) is: The parole has nothing to to with mathematic.