Explore a magical world and help a boy become a man.
Seth's humor has been called 'strange', 'weird' and even 'satanic' by one christian webpage. See for yourself! Includes "Mystery Island" a Dink Module (or DMOD) that continues the game.
What's New in This Release: [ read full changelog ]
· Support for high-color (-truecolor parameter).
· Support for windowed mode (-window parameter).
· Dink moves at a normal (slower) speed on faster computers.
· The 1-pixel row above the status bar now draws sprite graphics.
· Dink can no longer walk around the edges of the screen during a screenlock.
· Time for save game correctly displayed (2:05 instead of 2:5).
· The first tile on the fire and water tile pages animate correctly.
· Variables are no longer shared between two instances of the same script.
· Variables can begin with another variable stub (i.e. &goldtemp will work with &gold).
· Dink's map position appears correctly after warps.
· &missle_source is defined for all attacks, not just missiles.
· Properly exits when closed with Alt-F4.
· Corpses appear as the same size as the living sprite.
· Scrolling now appears on 1-pixel rows and columns near status bar.
· "dnotalk" script is run if no sprites are around when Dink talks (not required).
· "dnomagic" script is run if Dink tries to use magic without arming any (not required).
· "button4" script is run when the user hits the enter key (not required).
· "button7" through "button10" scripts will be run when extra gamepad buttons are pressed.
· Removed extra space in "I'm gesturing wildly to no avail!"
· Framerate can no longer exceed 83 FPS (to fix problems with vsync disabled).
· &return is a built-in variable that stores the last return value of any function (built-in or custom).
· Level-up no longer lost if in inventory screen, fixed several other experience count issues.
· Status is drawn on load so the magic-level is always displayed.
· Dink's speed reset to normal (3) on load to prevent 'hyper-sword' bug.
· Fixed issue of a phantom keyboard key causing the Map to not be displayed.
· Custom functions can have up to 9 arguments, stored in the built-in variables &arg1 through &arg9.
· ffcreate.exe will only include .bmp files (to prevent the .ff file including itself in an infinite loop of hard-drive punishment).
· Restoring game will not redraw status bar if it wasn't drawn.
· Fixed issue of loading regular bmp sequences over top of previous sequences (before the animation would be 'corrupt').
· Removed screenlock on restart game
· Dinkedit: several spelling/grammar fixes