bug-freedink
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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



reply via email to

[Prev in Thread] Current Thread [Next in Thread]