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Re: [Bug-freedink] Having some sort of options menu
From: |
Sylvain |
Subject: |
Re: [Bug-freedink] Having some sort of options menu |
Date: |
Sat, 19 Jan 2013 19:20:11 +0000 |
User-agent: |
Mutt/1.5.20 (2009-06-14) |
Hi,
On Sun, Jan 20, 2013 at 12:06:35AM +0530, shirish शिरीष wrote:
> On Sat, Jan 19, 2013 at 3:45 PM, Sylvain <address@hidden> wrote:
> > On Thu, Jan 17, 2013 at 03:21:04AM +0530, shirish शिरीष wrote:
> >> I dunno what people think of it but I think Freedink would benefit a
> >> lot from having an options menu. I tried to play the game again after
> >> couple of years and was confounded by the controls. The README is good
> >> but still would benefit a lot from being in an Options Menu which can
> >> be changed by people.
> >
> > I don't really understand. Can you explain the difference between
> > what you suggest, and the existing menu that appears when you press
> > the Escape key?
>
> Dear Sylvain,
> The Menu that comes with Freedink is the one attached. I don't see
> anyway to change resolution, brightness. smoothing etc. of the game
> (grap or change the keys for the game or anything. I dunno if all the
> keys are hard-coded or anything but can't find anything like that. I
> dunno if it's feasible or not but would be nice if we can have a menu
> which does this.
I understand that other games usually have a complex options menu with
a bunch of options to configure, but in the case of Dink (a simple
fixed-scale 2D game) I think it is not needed.
The current menu allows to remap the existing hard-coded keys, but not
to use other keys. Note that any other key may be assigned by a
D-Mod, so if you remapped the keys this could conflict.
I plan to keep the menu as-is if you think there's a need for another
one, feel free to submit a patch :)
--
Sylvain