New D-Mod: Crowns of Stone
SlipDink is back to ensure that this decade will not be the first decade without at least two new D-Mods. He just clicked the big ol' Submit button for Crowns of Stone.
In this quest, Dink is called out of retirement to fight an evil that threatens like every kingdom around (if not the whole world). Then he hangs out with some cool people, discovers there is such a thing as a 'sacred cabbage', and discovers that SlipDink invented a new concept called 'wagic' (that may-or-may-not be magic with an upside-down 'm').
Interestingly, this is actually based on SabreTrout's Valhalla (which was never finished).
In this quest, Dink is called out of retirement to fight an evil that threatens like every kingdom around (if not the whole world). Then he hangs out with some cool people, discovers there is such a thing as a 'sacred cabbage', and discovers that SlipDink invented a new concept called 'wagic' (that may-or-may-not be magic with an upside-down 'm').
Interestingly, this is actually based on SabreTrout's Valhalla (which was never finished).
Played to chapter 2 so far in this and its real good.
@Bunniemaster:
Played to chapter 2 so far in this and its real good.
I'm very pleased to know you are enjoying the game!
Please let me know if/when you are successful in defeating the final boss AND if you think I need to make an easy mode for the battle against the final boss.
Played to chapter 2 so far in this and its real good.
I'm very pleased to know you are enjoying the game!
Please let me know if/when you are successful in defeating the final boss AND if you think I need to make an easy mode for the battle against the final boss.
hey!!
im not a noob!
it was truly hard!
it was rigged!
you are sadistic to your players
im not a noob!
it was truly hard!
it was rigged!
you are sadistic to your players
@All:
it was truly hard!
Okay.
Below you will find 2 things:
o The first is a set of messages that (under the right circumstances) will now appear a bit before Dink and Hashut clash at the end of the next version of the game.
o The second is a menu that follows those messages.
it was truly hard!
Okay.
Below you will find 2 things:
o The first is a set of messages that (under the right circumstances) will now appear a bit before Dink and Hashut clash at the end of the next version of the game.
o The second is a menu that follows those messages.
"PLAYER: You will soon face Hashut in what will be the last battle of the game." "PLAYER: It seems that you never learned of Hashut's weakness." "PLAYER: This will make it much harder to defeat Hashut." "PLAYER: Note that some players have never succeeded in defeating Hashut." "PLAYER: So, you might want to search for the word weakness in walkthru.html and..." "PLAYER: ...go back to where you can discover Hashut's weakness." "PLAYER: The [STOPPING EVIL SECTION] of walkthru.html contains help you can use to win the game." "PLAYER: You can also further adjust the abilities of Hashut in this final battle." Should we lower Hashut's abilities? "No! Keep him at 100%." "He's tough! Reduce him to 75%." "He's tough! Reduce him to 66%." "He's tough! Reduce him to 50%." "Load an old game so I can go back and discover Hashut's weakness." "Quit the game for now and think about what I'll do when I come back to it later." "Do something else."
great!!
@Silberfarben:
also, is the weakness his ego???? his parents mistreating him or something?
To quote myself from above and avoid SPOILERS, "you might want to search for the word weakness in walkthru.html".
also, is the weakness his ego???? his parents mistreating him or something?
To quote myself from above and avoid SPOILERS, "you might want to search for the word weakness in walkthru.html".
hmmm
i did find that weakness...
i did find that weakness...
also, is the weakness his ego???? his parents mistreating him or something?
dont spoil!!
dont spoil!!
@Silberfarben:
hmmm
i did find that weakness...
Then (in the new version of the dmod) you'd still get the 100%/75%/66%/50% menu, though some of the lead in text would be different.
Instead of this...
... you'd see this...
... because I really want the player to enjoy the part of the game that I added at it's end when the player defeats Hashut and we see the results of the "wagic you will need to finally and completely vanquish your evil foe.".
hmmm
i did find that weakness...
Then (in the new version of the dmod) you'd still get the 100%/75%/66%/50% menu, though some of the lead in text would be different.
Instead of this...
"PLAYER: It seems that you never learned of Hashut's weakness." "PLAYER: This will make it much harder to defeat Hashut." "PLAYER: Note that some players have never succeeded in defeating Hashut." "PLAYER: So, you might want to search for the word weakness in walkthru.html and..." "PLAYER: ...go back to where you can discover Hashut's weakness."
... you'd see this...
"PLAYER: Congratulations on discovering Hashut's weakness." "PLAYER: This will make it easier for Dink to defeat Hashut." "PLAYER: However, you may still find it hard to be victorious over Hashut."
... because I really want the player to enjoy the part of the game that I added at it's end when the player defeats Hashut and we see the results of the "wagic you will need to finally and completely vanquish your evil foe.".
I have just uploaded crwnston-v1_01c.dmod, the latest (and last for now) version of "Crowns of Stone."
It is not likely to be compatible with previous save game files, since I changed a global variable name.
Enjoy.
It is not likely to be compatible with previous save game files, since I changed a global variable name.
Enjoy.
i can't pick up the sim sala bim scroll in the waterfall cave.
edit: oh nevermind. there was a timer between saying i got it and actually getting it.
editedit: somewhere along the line, the sabretrout is granting me its strength bonus even without it, so i have 45 strength. i dunno when it happened, but i guess something didn't properly unequip the sword and reduce my strength to its normal value. maybe a sala bim scroll. welp...so much for trying to fix that with freedink's console...now my attacks do base damage even with weapons. sigh
edit: oh nevermind. there was a timer between saying i got it and actually getting it.
editedit: somewhere along the line, the sabretrout is granting me its strength bonus even without it, so i have 45 strength. i dunno when it happened, but i guess something didn't properly unequip the sword and reduce my strength to its normal value. maybe a sala bim scroll. welp...so much for trying to fix that with freedink's console...now my attacks do base damage even with weapons. sigh
@Skurn:
somewhere along the line, the sabretrout is granting me its strength bonus even without it, so i have 45 strength. i dunno when it happened, but i guess something didn't properly unequip the sword and reduce my strength to its normal value. maybe a sala bim scroll.
Thanks for bringing this to my attention. You are right about it being related to the sim sala bim scroll disappearing as the likely cause. I could never track down the exact cause of that rather odd intermittent bug of the current weapon being dropped without executing the disarm() function within various item-xxx.c scripts when a kill_this_magic("[usually for item-sim]") was executed. Eventually I gave up and considered it a flaw of the Dink Engine.
somewhere along the line, the sabretrout is granting me its strength bonus even without it, so i have 45 strength. i dunno when it happened, but i guess something didn't properly unequip the sword and reduce my strength to its normal value. maybe a sala bim scroll.
Thanks for bringing this to my attention. You are right about it being related to the sim sala bim scroll disappearing as the likely cause. I could never track down the exact cause of that rather odd intermittent bug of the current weapon being dropped without executing the disarm() function within various item-xxx.c scripts when a kill_this_magic("[usually for item-sim]") was executed. Eventually I gave up and considered it a flaw of the Dink Engine.
Dink will never die, hmm? Looking forward to playing this after giving an exam.
There's a bug so to say. In that cold northern area, when the screen goes dark for narration, the text is messed up. Probably due to the wind effects
@toof:
There's a bug so to say. In that cold northern area, when the screen goes dark for narration, the text is messed up. Probably due to the wind effects
I don't think I've ever seen that. Can you be a bit more specific than "the text is messed up"?
There's a bug so to say. In that cold northern area, when the screen goes dark for narration, the text is messed up. Probably due to the wind effects
I don't think I've ever seen that. Can you be a bit more specific than "the text is messed up"?
Certainly
This happens at the cave after you kill a small blue bonca (screen 160)
Operating system: Wintendo 10
DFarc v3 (uses freedink to load mods)
true color: on
This happens at the cave after you kill a small blue bonca (screen 160)
Operating system: Wintendo 10
DFarc v3 (uses freedink to load mods)
true color: on
i think that's just freedink, to be honest. doesn't draw text in any readable way if the screen is black.
actually, that might be all versions except dinkHD since dinkHD has the text borders.
actually, that might be all versions except dinkHD since dinkHD has the text borders.
Actually, it seems it is a FreeDink issue. I also encountered this. In 1.08 I never encountered anything like this. But without a maintainer, I don't expect it getting fixed in FreeDink anytime soon.
@toof:
CertainlyCertainly
This happens at the cave after you kill a small blue bonca (screen 160)
Operating system: Wintendo 10
DFarc v3 (uses freedink to load mods)
true color: on
Thanks for bringing this to my attention.
Okay, once I saw that image on your google drive, I knew what you meant by the text being "messed up". I'd heard of this problem before with some versions of the Dink engine. Some versions of the Dink engine allow text to look (relatively) normal if the screen has been changed due to a "fade_down()" call. Other versions of the Dink engine seems to show only some of the pixels of the text, making it impossible to read.
I think I made a change that should correct the problem for us, but I am not really able to test it.
Please download and install this small patch into the crwnston/story/ directory. If that is not something you can readily do, you should be able to use this rebuilt dmod file that I have made available instead.
If you are able to verify the fix, then I will upload the above mentioned dmod build to the DN.
If this fix does not address the problem then I'm not yet sure what I'll do. :-}
Thanks for your help.
CertainlyCertainly
This happens at the cave after you kill a small blue bonca (screen 160)
Operating system: Wintendo 10
DFarc v3 (uses freedink to load mods)
true color: on
Thanks for bringing this to my attention.
Okay, once I saw that image on your google drive, I knew what you meant by the text being "messed up". I'd heard of this problem before with some versions of the Dink engine. Some versions of the Dink engine allow text to look (relatively) normal if the screen has been changed due to a "fade_down()" call. Other versions of the Dink engine seems to show only some of the pixels of the text, making it impossible to read.
I think I made a change that should correct the problem for us, but I am not really able to test it.
Please download and install this small patch into the crwnston/story/ directory. If that is not something you can readily do, you should be able to use this rebuilt dmod file that I have made available instead.
If you are able to verify the fix, then I will upload the above mentioned dmod build to the DN.
If this fix does not address the problem then I'm not yet sure what I'll do. :-}
Thanks for your help.
@SlipDink
funcs.c did the trick.
If this fix does not address the problem then I'm not yet sure what I'll do. :-}
I think the easiest way for avoiding this issue, is to keep a blank screen with black tiles, and fade_up() there.
funcs.c did the trick.
If this fix does not address the problem then I'm not yet sure what I'll do. :-}
I think the easiest way for avoiding this issue, is to keep a blank screen with black tiles, and fade_up() there.
@toof:
If this fix does not address the problem then I'm not yet sure what I'll do. :-}
I think the easiest way for avoiding this issue, is to keep a blank screen with black tiles, and fade_up() there.
Yes, I often employ that method, but this time I wanted to try something different that would give me greater flexibility in how I used this (newer to me) technique to accomplish something similar without having to change screens.
Anyway, thanks again for your debugging help.
If this fix does not address the problem then I'm not yet sure what I'll do. :-}
I think the easiest way for avoiding this issue, is to keep a blank screen with black tiles, and fade_up() there.
Yes, I often employ that method, but this time I wanted to try something different that would give me greater flexibility in how I used this (newer to me) technique to accomplish something similar without having to change screens.
Anyway, thanks again for your debugging help.