The Dink Network

Reply to YeOldeDink 0.5

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:
 
 
March 5th 2023, 02:20 AM
peasantmb.gif
yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
0.5 Release changes:

- 8-bit mode works again meaning you will need to use -t for 24-bit mode.
- The OpenGL 2.1 renderer is accessible and half works and may be invoked with the -S (capital) command line flag, i.e. the opposite of normal Freedink.
- The "software" renderer is still the default for the time being, as GL has problems with transparency and 8-bit mode
- The GL renderer is locked to 24-bit mode
- Pressing Tab in mouse mode puts the cursor in the centre of the screen in case you lose it
- The system cursor should be invisible when not in debug mode now
- Added variable and sprite editors. Most sprite parameters are accessible, and input boxes can by typed into by activating the console
- Added "infinite health" to the cheat thing
- Linear filtering can be switched off for extra pixelly goodness

Known issues:

- In choice menus, there is sometimes an FPS dip but only on Windows.
- The sprite editor can occasionally lock input meaning you'll have to exit and restart.
- Audio may stutter when using the winmm backend. Should be fine in directsound and wasapi. Open "system information" to check.
- High DPI display mode switching doesn't scale properly
Edit: turns out there's a problem with certain sprites that are clipped and scaled to the point of invisibility!

Otherwise, when not run in debug mode, it should now be transparent with Freedink 109.6 in terms of behaviour except for Tab in mouse mode.

Downloads:
- Sores archive for compiling yerself
- Windows exe and new DLLs

Planned for 0.6:
- a config file for various audio settings
- joystick and gamepad stuff
- an x64 appimage