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Reply to Re: Dink Smallwood HD for Windows beta available to try

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September 1st 2010, 06:56 PM
seth.gif
Seth
Peasant He/Him Japan
 
Good info, thanks, will keep trying to fix stuff.

Custom fonts - Will not be supporting this initially, I want to keep the "HD" versions all in sync and don't want to have to add loading tt fonts on the iPhone right now. Hopefully won't ruin any dmods.

Black lines on walls - will try to fix, yeah that's especially bad

Screen lock - yeah I should make that more like the original dink with the screen lock image

Absolution - Dink HD Unnecessary? Well, a serious upgrade and cleanup was very necessary for the iDevice versions to run smoothly (especially the instant save/load stuff) , the new PC version is just a nice bonus from having a portable framework. Just think of it as an extra Dink "client" that may have different strengths/weaknesses.

Yeoldetoast - The game framework driving this is not novashell, it is a new one (I'm still trying to name it.. Ocha is the working name) and will probably be open sourced soon, like novashell. It's more (easily) portable than novashell as it has less dependencies.. it's a different beast, no editor, high level functionality or lua scripting)

MsDink - About the cutoff DMOD list, you can actually scroll down by "grabbing" the screen with the mouse and moving it. Yeah, it's not very "windows-like" at all, it's done this way for the iDevices. It's sort of backwards for Windows. Also, I agree that sudden cutoff at the buttom does look kinda bad.

Png/jpg support - hmm, will think about it, my first goal is just to maintain decent compatibility with the addons already made. 32 bit .bmps should give you full alpha translucency if needed though, (um.. does any dmod already use that, not sure if the old engine supported it? I should test it) , they're just a bit big, filesize-wise. (But actually the same size in memory after loading and probably close size-wise when compressed in dmod format (well, talking about .png, which internally just uses gzip iirc))

Btw - the save*.dat files should be 100% compatible with other Dink clients, so you should be able to switch back and forth without stuff breaking.

Also, two things about the latest version:

Logging: It now writes a log.txt when run which may contain info about errors, I even have it logging GL errors right now, which might be a bad idea if you get 1000 gl errors per frame...

Secret in-game debug menu to see FPS and log: To reach this, pause the game while playing by hitting escape, then click around the upper right corner of the screen, a debug menu should open with a few settings.