The Dink Network

Reply to Re: Dink HD - Good Shadows Patch

If you don't have an account, just leave the password field blank.
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
October 15th 2017, 11:10 PM
King He/Him United States bloop
A mother ducking wizard 
Somewhat related: to make iplaydink happy, I tried adding preliminary png support (palette pngs, 24-bit pngs, and alpha pngs). It works. CC0 licensed.

It is really messy. My real job is pretty hectic right now, so I'm not sure if I'll have much time to clean up the implementation.

I've only really tested it with Debug GL configuration; it probably doesn't work in Release GL. I have no idea how/if this would work with mobile builds.

There is some sort of conflict with 'Pic Smoothing', where if a sprite is all alpha channel it will have a halo.

I also created a couple batch file that can convert any existing .bmp files to .png recursively (requires imagemagick to be installed):


mogrify -format png *.bmp
del /F *.bmp


call "%~dp0pngify.bat"
for /r /d %%x in (*) do (
    pushd "%%x"
    call "%~dp0pngify.bat"

Then just run recurpngify.bat, and everything will be converted to pngs. You could probably whip something up in Toolfish to do that easier.

All Dink graphics are around 33.0 MB in BMP format, and 8.17 MB in PNG format.