The Dink Network

Reply to Cut-scene bug (freedink-specific?)

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:
 
 
July 29th 2012, 06:54 AM
anon.gif
shevek
Ghost They/Them
 
I've previously finished the normal version of the quest for Dorinthia, so I know the story (what I remember of it anyway). I was just checking this out, but I found two bugs, which block all progress. Since others are reporting events after this, I think it might be related to my engine (freedink). Anyway, the two bugs both happen after meeting the knights at Milder's forging hammer screen.

1. When fighting them, I got them to hit each other. Unlike most other knights, these would continue hitting each other (turning their attention away from Dink). Since I'm still a wuss, that was a good idea for me (but not for the game). Given the insane amount of damage they took before dying, this was obviously not intended. In the end, just one very weak knight remained. I finished him off easily. The screen lock didn't go away. I suppose this should be fixed by two things: always keep the knights focussed on Dink, and give them a "restore health after hitting" script, so they really cannot die.

2. When running away, the cut-scene goes crazy. First, when leaving the screen on the left, I enter the same screen again, and the cut-scene ends. When walking out on the left again, the same happens. When walking out on the bottom, the cut-scene continues (I think. perhaps I walked left after that). Anyway, after some running, I pass the house with the guy who gave me the king's scroll. Walking towards the screen with the savebot, the same happens again. But this time, the animation continues, so it loops over Dink running past that house and warping to the top of the same screen.

I think this could be because Dink is moved to a pixel which is (just) outside the screen, triggering a "move to next screen" action. The obvious solution would be to set dink_can_walk_off_screen(1).