The Dink Network

Afterimages

Description
Afterimages that can be added to enemies (or Dink) to simulate fast movement.
Instrustions included in readme.txt.
Released:May 2nd, 2009
File Size:63.38 KB
Release Notes:Fixed: 'Worm' bug that Marpro stated.
Fixed: Disappearing sprites on screen change.
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April 3rd, 2009
v1.00
Score : 8.9 good
custom_marpro.png
Marpro
Peasant Male bloop
-- Marp Ro 
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This is a very cleaver file. When I first saw it, I thought “Afterimage, what is that?” and to be honest with you, I thought it was something unexciting. I soon got my mind set to the opposite, because I do like when the dev-files come with a D-Mod file. Which isn’t very surprising when it’s released by Rabidwolf, on the other hand. That’s a great plus, never quit doing that!

Functions and usable situations
Afterimage makes an exact picture of the enemy / NPC on the screen, making it look like it’s ethereal or transports short distances. I can’t really describe it better. Its appearance is top notch and makes the entity much more interesting and pleasurable. I would suggest using this file on ghostly enemies. Just imagine how cool it must look! This package doesn’t contain new graphics or such, but it contains a smart script that will add more depth to the game.

Downsides
Nothing is absolutely flawless. I did encounter a bug when I played it. Some of the afterimages doesn’t disappear and leaves a long “worm” of copies after the enemy. It’s really sad since it lower the atmosphere with the effect and heightens a feeling of dislike. I have no doubts that a patch can fix this however.

Final
The map itself is nicely decorated and the afterimage is a really great script. The enemies look awesome with it and somehow more dangerous.

Cheers Rabidwolf!

- 8.9