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April 2nd 2023, 04:58 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Release notes for 0.6:
- Improved gamepad support. The game controller API now being used is a higher-level one in SDL2 that uses a standard config and mapping across most controllers that have a SNES-style layout, similar to how Xinput does it. Previously, the standard joystick interface would attempt to automap, but it was rather hit and miss, with some layouts completely absent. My Sixaxis had punch on the select button when connected via bluetooth, for example.
- If you can find your particular model in this list it will probably work, and you can go into the relevant info window to see if it's properly detected with a mapping assigned.
- Assuming a Switch Pro Controller: A is talk, B is attack/select, Y is magic, and X is inventory.
- Assuming a DualShock, R1 is high-speed mode, R2 is attack. L1 is button7.c and L2 is magic.
- Start/+ is the escape menu, and back/select/- is the map
- The left analogue stick is bound to movement along with the directional buttons
- The right analogue stick is currently unbound, and the clicky stick (R3) crappily toggles debug mode on and off a hundred times per second.
- Unfortunately the layout cannot be rearranged at the moment, and some bindings may differ across manufacturers for magic and inventory. Check the mapping guide for more info. There is also no ability for rich people to choose a second or third device for input right now should they have more than one.
- Disconnects and reconnects should now be autodetected, assuming you started without -nojoy and had something connected and detected at launch. Otherwise, there's a button in the joystick settings window for connecting after launch that will sometimes work.
- The debug interface has gamepad control enabled too and should be switched off if you're not using it as it may interfere.

- Along with the live sprite editor in the previous release, there is now a map sprite editor. This means you can edit sprites right in the engine and save them to MAP.DAT. Be aware that there's no undo.
- The live sprite editor now has an overlay for Dink.ini properties to help you with your hardbox and depth dot. Set brain to zero for animated sprites beforehand!
- The menus have been moved around again, and the info overlay no longer displays by default.
- Pressing Alt+U will unfreeze sprite 1 (player/mouse sprite).
- High-DPI still doesn't work properly and probably never will
- Updated to the latest Dear Imgui stable release which may have fixed the aforementioned FPS dip on Windows.
- If no launch options are specified, a box will pop up and let you choose windowed mode, as well as optionally select a d-mod to run. This is mainly for AppImage users who might not have a front-end available to them. It doesn't seem to work on EndeavourOS, and will look wrong on Windows. Ubuntu 22.04 and later should be fine.
- Due to the general crappiness of MIDI on GNU/Linux, AppImage builds are now linked against MixerX instead of SDL-Mixer for audio, and use ADLMIDI's OPL3 emulation for playback by default, reminiscent of the way many of us originally heard Dink's music. This doesn't require a SoundFont or GUS patches and hopefully should always work. The MIDI backend can be selected in the audio settings window for FluidSynth and Timidity++.
- Bugfix: sprites that were clipped to be invisible while resized were causing segfaults while using the software renderer, such as the rock on the bridge at the start of Quest for Dorinthia 2.

Links:
- exe and DLLs (~20MB)
- x64 AppImage with included data (~40MB)
- Source for DIY compiling (73MB)

Todo for 0.7:
- Implement the config file and make settings persistent
- A save editor, or something along those lines
- Start using a proper file host