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New FreeDink game engine release

From: Sylvain Beucler
Subject: New FreeDink game engine release
Date: Sun, 17 Feb 2019 01:46:29 +0100
User-agent: Mozilla/5.0 (X11; Linux x86_64; rv:60.0) Gecko/20100101 Thunderbird/60.5.0


Here's a new release of GNU FreeDink :)

This is the first official announcement for the new 109.x line with
updated technologies (SDL2, OpenGL), WebAssembly support and many fixes
and improvements.
See below for details.

About GNU FreeDink:

Dink Smallwood is an adventure/role-playing game, similar to classic
Zelda, made by RTsoft. Besides twisted humor, it includes the actual
game editor, allowing players to create hundreds of new adventures
called Dink Modules or D-Mods for short.

GNU FreeDink is a new and portable version of the game engine, which
runs the original game as well as its D-Mods, with close compatibility,
under multiple platforms.


* User-visible changes:

- Rewrite graphics/sounds/inputs against SDL2

  - Enforce full-screen aspect ratio (no more 4:3 stretched to 16:9).

  - Runs in current resolution so leave the screen clean if something
    goes wrong (no more stuck in 640x480).

    Also smoother full-screen / windowed toggle.

  - FreeDink respect local keyboard layout for keys (ALT+... shortcuts
    and custom D-Mod keys) on Windows.

  - FreeDinkedit now uses layout-independent scancodes - no longer
    searching where '[' or '`' was relocated.

  - CD-ROM support dropped.

- Default harware-accelerated (OpenGL) rendering

- Web browser support (Emscripten)

- Debug mode is toggled once when Alt+D is pressed (no more fighting
  with continous toggling).

- DinkC console is toggled when Alt-C is pressed (no more creating a
  key-xx.c with just "show_console()" inside).

- Game engine translations are loaded under Windows.

- Fix game freeze in The Scourger (in DinkC: cancel concurrent
  fade_up() and fade_down())

- Never recreate an empty dink.dat in the game, even if there's a
  problem opening it (avoids potential corruption when running both
  the game and an editor at the same time).

- Fix portability when saving a FreeDinkedit screen for the first time

- Fix 'make_global_function' and 'load_map' DinkC functions

- sp_custom returns 0 rather than -1 if the lookup key doesn't exist
  (compatibility with 1.08)

- sp_custom now works for sprite 1 instead of crashing the game
  (unlike 1.08, that's an improvement :))

- Can skip Mom's first dialog line when quickly starting a new game

- Fix historical segfault in DinkC busy() (off-by-one array out of
  bounds). Somehow the segfault wasn't triggered in the past.

- Sprites colors are more stable after a palette change and a savegame
  load to a different palette (compatibility with 1.08)

- New translation for the engine strings in Friulian (thanks Fabio
  Tomat); updated Spanish translation (thanks Francisco Javier

* Developer notes:

- Move from C to C++

- Move from 'check' to 'cxxtest'

- Start a comprehensive test suite


* Fix missing strings in the translation template

* Improve AppStream metadata for GNU/Linux software centers: mark as
  localized, install proper meta-package, update screenshots
  declaration, new SVG icon

* Web version: support Emscripten 1.38.25

* Windows version: update reproducible recipe


* Improve distro integration some more (Desktop and AppStream files)

* Updated translations: Danish, German, Esperanto, French, Brazilian
  Portuguese, Russian, Swedish

* Web version: upgrade to Emscripten 1.38.27


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