Ridge Conspiracy
A brotherhood betrayed. A journey beyond the very edge of the world. An ancient evil threatening to swallow the whole of GoodHeart... And a single bag of tricks that stands in the way: Martridge, the gentle magic tutor of SunCool pond.
Are you a bad enough gnome to rescue your brother, and extract payback in charred flesh and cooked entrails?
Features
* Mouse-controlled, fireball-spamming action!
* Good story
* Garden gnomes
* New spells
* New and improved enemies (Robots and AIs, hammerhurling goblins, dragons that actually breathe fire!)
* Boss fights
* Be a wizened wizard or be an asshole, multiple endings
Screenshots
Title screen
Tragic intro
Balls of fire
Dragonbots are back, this time with fully operational missile launchers!
Zombies of PondTown
Map
About
I started this dmod way back in 2008, but it's changed a lot since. Some things that are still the same is the wonderful garden gnome concept (garden gnomes need MORE LOVE), and messy code!
The complete dmod will be a large quest. The gameplay plays a big role; killing monsters and battling bosses will be your bread and butter. For some reason, every creature on the whole mountain seems to be freaking out.
This dmod is not just a combat dmod, though. The story is very good, and you'll be talking to many things, figuring ways around obstacles, and facing moral dilemmas. Mercilessly burning the child-zombies of PondTown might be the quick and easy way, but is that really the right thing to do?
Gameplay
As mentioned, this dmod will be mouse-controlled! Well, semi-mouse controlled. Movement, interaction and aiming spells will be done with the mouse, while Shift is used for casting spells, Space is used to warp around the screen, and Control is used to dash.
Dash gives Martridge a short burst of speed, which can be used to run from enemies, or run THROUGH enemies, such as between the legs of a fearsome Rock Monster... the kind of things little bearded ninjas do.
The gameplay is a bit of a question mark. I've got it working relatively well, but there are still some issues that I might have to address, and some small annoyances you effectively can't get rid of, due to Dink being a game that was never designed to be controlled with the mouse in the first place.
It is good, though. It might take a little bit of getting used to (I can't judge such things well, because as the maker of the game, I'm already intricately familiar with the gameplay!), but it's good. At one point, I contemplated whether I should revert the game back to default keyboard control, but it would have lost so much more than it would have gained. Mouse control brings a much greater sense of speed and urgency to the game, and aiming projectiles exactly where you want to... so great.
Progress as of 16.6.2014
This dmod is currently about 2/3 complete. Perhaps even 3/4, since I have a pretty good idea of what I still need to do - it's easier when you have a clear plan. Hopefully, now that I've come out of the cellar with it, I'll be able to work on this dmod on a less sporadic timetable than this far. If so, I should be looking at a release date late this year, or early next year.
If not, except it sometime in the next 5 years.
Are you a bad enough gnome to rescue your brother, and extract payback in charred flesh and cooked entrails?
Features
* Mouse-controlled, fireball-spamming action!
* Good story
* Garden gnomes
* New spells
* New and improved enemies (Robots and AIs, hammerhurling goblins, dragons that actually breathe fire!)
* Boss fights
* Be a wizened wizard or be an asshole, multiple endings
Screenshots
Title screen
Tragic intro
Balls of fire
Dragonbots are back, this time with fully operational missile launchers!
Zombies of PondTown
Map
About
I started this dmod way back in 2008, but it's changed a lot since. Some things that are still the same is the wonderful garden gnome concept (garden gnomes need MORE LOVE), and messy code!
The complete dmod will be a large quest. The gameplay plays a big role; killing monsters and battling bosses will be your bread and butter. For some reason, every creature on the whole mountain seems to be freaking out.
This dmod is not just a combat dmod, though. The story is very good, and you'll be talking to many things, figuring ways around obstacles, and facing moral dilemmas. Mercilessly burning the child-zombies of PondTown might be the quick and easy way, but is that really the right thing to do?
Gameplay
As mentioned, this dmod will be mouse-controlled! Well, semi-mouse controlled. Movement, interaction and aiming spells will be done with the mouse, while Shift is used for casting spells, Space is used to warp around the screen, and Control is used to dash.
Dash gives Martridge a short burst of speed, which can be used to run from enemies, or run THROUGH enemies, such as between the legs of a fearsome Rock Monster... the kind of things little bearded ninjas do.
The gameplay is a bit of a question mark. I've got it working relatively well, but there are still some issues that I might have to address, and some small annoyances you effectively can't get rid of, due to Dink being a game that was never designed to be controlled with the mouse in the first place.
It is good, though. It might take a little bit of getting used to (I can't judge such things well, because as the maker of the game, I'm already intricately familiar with the gameplay!), but it's good. At one point, I contemplated whether I should revert the game back to default keyboard control, but it would have lost so much more than it would have gained. Mouse control brings a much greater sense of speed and urgency to the game, and aiming projectiles exactly where you want to... so great.
Progress as of 16.6.2014
This dmod is currently about 2/3 complete. Perhaps even 3/4, since I have a pretty good idea of what I still need to do - it's easier when you have a clear plan. Hopefully, now that I've come out of the cellar with it, I'll be able to work on this dmod on a less sporadic timetable than this far. If so, I should be looking at a release date late this year, or early next year.
If not, except it sometime in the next 5 years.
Arent you making Spy number 13?
Nope. That is a dmod I created years ago, and only made a patch for recently. Also, from the other thread, you should be well aware that I uploaded it already.
This looks very interesting. And oddly, those gnomes remind me of a made-up D-Mod my friend talked about once.
the wonderful garden gnome concept (garden gnomes need MORE LOVE)
Garden Gnome Carnage
This guy also made Iji which is possibly my all time favorite free standalone game (not including all DMODs as Dink in other words, hehe). You can find it for free on that same site.
Sorry for derailing, this game does sound fun. There hasn't really been many mouse controlled DMODs so far and none of them have been full adventures from what I can tell. Looking forward to it!
Garden Gnome Carnage
This guy also made Iji which is possibly my all time favorite free standalone game (not including all DMODs as Dink in other words, hehe). You can find it for free on that same site.
Sorry for derailing, this game does sound fun. There hasn't really been many mouse controlled DMODs so far and none of them have been full adventures from what I can tell. Looking forward to it!
Wow, looks cool!
Guess I'll have to use the keyboard on this one... pressing buttons on a controller and using the mouse at the same time would be awfully awkward.
Guess I'll have to use the keyboard on this one... pressing buttons on a controller and using the mouse at the same time would be awfully awkward.
Not really. The last time I tried the dmod, it didn't work correctly on FreeDink, which kind of killed my motivation. (I thought I was over having to tweak the gameplay...) It's pretty much in limbo at the moment.
develop it for 1.08. that's the main one used anyways. probably.
Can you send me the part that doesn't work well on Freedink (or if it's too hard to split it out, the entire D-Mod is fine, too), with an explanation of what isn't working? There shouldn't be any D-Mods that work on 1.08, but not on Freedink; that would be a bug in Freedink, which I'd like to fix.
I'm sure Beuc would like a copy as well.
I'm sure Beuc would like a copy as well.
What, FreeDink? In my experience Freedink runs better than 1.08.
yet you need to code your dmods to work on freedink while 1.08 is just the default
yet you need to code your dmods to work on freedink while 1.08 is just the default
No, Beuc spent a lot of effort to make sure Freedink does everything identical to 1.08, even the things that are broken. The only things it does different are the things that are so broken that they crash 1.08; Freedink handles those situations without crashing.
So anything that works on 1.08 should work without any changes on Freedink, and if it doesn't, Freedink should be fixed. If you have any examples of code that doesn't run on Freedink, please let me know.
On the other hand, if you always use Freedink, for example because your OS is GNU/Linux and it's the only thing that runs on it, you can't test on 1.08 and it is quite likely that your D-Mod will do something that crashes on 1.08 (because unlike Freedink, 1.08 is full of bugs).
No, Beuc spent a lot of effort to make sure Freedink does everything identical to 1.08, even the things that are broken. The only things it does different are the things that are so broken that they crash 1.08; Freedink handles those situations without crashing.
So anything that works on 1.08 should work without any changes on Freedink, and if it doesn't, Freedink should be fixed. If you have any examples of code that doesn't run on Freedink, please let me know.
On the other hand, if you always use Freedink, for example because your OS is GNU/Linux and it's the only thing that runs on it, you can't test on 1.08 and it is quite likely that your D-Mod will do something that crashes on 1.08 (because unlike Freedink, 1.08 is full of bugs).
i don't know what the hell you guys are doing that's causing 1.08 to crash. seems pretty much bug free to me unless, of course, it's something i made.
at that point, there are bugs no one has seen before. that's my ultimate power, after all.
On the other hand, if you always use Freedink, for example because your OS is GNU/Linux and it's the only thing that runs on it, you can't test on 1.08 and it is quite likely that your D-Mod will do something that crashes on 1.08 (because unlike Freedink, 1.08 is full of bugs).
that doesn't sound like 1.08's fault. it was made on a separate OS with a version of dink made for it. you did say that stuff made on 1.08 will work on freedink flawlessly, but then you say it doesn't do that the other way around.
that's linux. of course an operating system without the native ability to play the most common audio format in existence would be the cause.
at that point, there are bugs no one has seen before. that's my ultimate power, after all.
On the other hand, if you always use Freedink, for example because your OS is GNU/Linux and it's the only thing that runs on it, you can't test on 1.08 and it is quite likely that your D-Mod will do something that crashes on 1.08 (because unlike Freedink, 1.08 is full of bugs).
that doesn't sound like 1.08's fault. it was made on a separate OS with a version of dink made for it. you did say that stuff made on 1.08 will work on freedink flawlessly, but then you say it doesn't do that the other way around.
that's linux. of course an operating system without the native ability to play the most common audio format in existence would be the cause.
seems pretty much bug free to me unless, of course, it's something i made.
You should not be able to crash the engine no matter what you put in your D-Mod. Therefore also no matter who makes it.
that doesn't sound like 1.08's fault
How about this: You have one car that always works, and one that explodes whenever you take a left turn. And each car has a driver. The driver of the second car knows he should never take a left turn. Are you saying that the other person is a bad driver, because he takes left turns all the time?
People who develop on Freedink aren't working around all the bugs in 1.08. It's not their fault those bugs are in it. People who develop on 1.08 are working around all the bugs in Freedink, because there are (almost) none.
So sure, if you want your software to work everywhere, you should develop on the most broken system you can find. That's 1.08. But since Freedink is better and also works everywhere, you can also just tell your users to stop using the broken system.
the most common audio format in existence
I don't even know which format you're referring to. Wav? Mp3? Both work fine on GNU/Linux.
You should not be able to crash the engine no matter what you put in your D-Mod. Therefore also no matter who makes it.
that doesn't sound like 1.08's fault
How about this: You have one car that always works, and one that explodes whenever you take a left turn. And each car has a driver. The driver of the second car knows he should never take a left turn. Are you saying that the other person is a bad driver, because he takes left turns all the time?
People who develop on Freedink aren't working around all the bugs in 1.08. It's not their fault those bugs are in it. People who develop on 1.08 are working around all the bugs in Freedink, because there are (almost) none.
So sure, if you want your software to work everywhere, you should develop on the most broken system you can find. That's 1.08. But since Freedink is better and also works everywhere, you can also just tell your users to stop using the broken system.
the most common audio format in existence
I don't even know which format you're referring to. Wav? Mp3? Both work fine on GNU/Linux.
mp3, and the one time i tried linux, it didn't even support it. there was a lot missing.
Then you probably didn't have a complete installation. Try running Windows without any programs on it and see how you like that.
but windows comes with all the basic stuff you'll need for files and shit. (except stuff to open certain files like dump logs and rar files, but whatever) linux didn't.
but i don't really remember what else was missing. probably a lot though. then of course, i couldn't just go download them. i had to use their command prompt or some shit and their apple-like platform where you can only download approved things.
but i don't really remember what else was missing. probably a lot though. then of course, i couldn't just go download them. i had to use their command prompt or some shit and their apple-like platform where you can only download approved things.
windows comes with all the basic stuff
No it doesn't. That added a few things to it, such as a browser and I think a media player. But the large majority of applications (photo editing, office, etc) you need to install separately.
On GNU/Linux, pretty much everything is part of the system. That means it is so large, that it doesn't actually install all of it on your computer. But you can easily install new packages from within the system; you don't need to go to some random company's website and hope they don't install malware on your computer; instead you will download them from your distribution, which makes sure they work well with your system, and you can trust them (if you trust the maintainers, of course; the difference is that for Windows you need to trust Microsoft, and for every program you install on it you need to trust yet another corporation; with a distribution you trust one organization for all the software).
A typical installation has all the things you would expect, but it is possible to do a minimal install which has almost nothing installed. It sounds like you had one of those.
No it doesn't. That added a few things to it, such as a browser and I think a media player. But the large majority of applications (photo editing, office, etc) you need to install separately.
On GNU/Linux, pretty much everything is part of the system. That means it is so large, that it doesn't actually install all of it on your computer. But you can easily install new packages from within the system; you don't need to go to some random company's website and hope they don't install malware on your computer; instead you will download them from your distribution, which makes sure they work well with your system, and you can trust them (if you trust the maintainers, of course; the difference is that for Windows you need to trust Microsoft, and for every program you install on it you need to trust yet another corporation; with a distribution you trust one organization for all the software).
A typical installation has all the things you would expect, but it is possible to do a minimal install which has almost nothing installed. It sounds like you had one of those.
well, it does come with notepad, wordpad, and paint. they're lowtier, but they still work fine. and it's not nearly as complicated to go download other things you want.
linux is just too limited. the interface is neat though.
linux is just too limited. the interface is neat though.
I don't want to share an unfinished dmod, even if it's just for bug-crushing purposes. The main one was that screen changes couldn't be initiated, which was a simple fix just now. You can move the mouse in Original Dink up to 640x480, while in FreeDink, it only goes up to 639x479.
Another is that in Original Dink, you can check for a sprite's sp_seq property, while in FreeDink, that doesn't work - only checking for sp_pseq does. That might already be fixed in the latest version, not sure.
Another is that in Original Dink, you can check for a sprite's sp_seq property, while in FreeDink, that doesn't work - only checking for sp_pseq does. That might already be fixed in the latest version, not sure.
I understand that you don't want to share the D-Mod; thanks for explaining the issues!
You can move the mouse in Original Dink up to 640x480, while in FreeDink, it only goes up to 639x479.
That is strange; can the original not go to (0,0), or does it have an extra pixel somehow?
Another is that in Original Dink, you can check for a sprite's sp_seq property, while in FreeDink, that doesn't work
I just tried, and that seems to work fine.
You can move the mouse in Original Dink up to 640x480, while in FreeDink, it only goes up to 639x479.
That is strange; can the original not go to (0,0), or does it have an extra pixel somehow?
Another is that in Original Dink, you can check for a sprite's sp_seq property, while in FreeDink, that doesn't work
I just tried, and that seems to work fine.
Just a quick drop by to clarify: FreeDink does not support mp3 because it's a proprietary format. It supports ogg, mod, s3m, it, and xm file formats.
Indeed