The Dink Network

Afterimages

This may look weird now, but it's really cool when it's not just an image.
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
Downloads:6
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 
Downloading…
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