The Dink Network

Platform Dink

Description
Some weeks ago an idea popped into my head, a platform dmod? Why not? But then I remembered that I was already working on a dmod, and I forget all about it. The story could have ended here, but it didn't.
Today I was tired of three amulets and wanted to make something different, not an entire dmod, but just something to keep my mind from my project for a couple of hours. Then I remembered my idea earlier, a platform dmod! So I started working.

This short development file shows how to transform dink into a platform game for your dmods. Not a perfect file by any means, but still, it's a platform Dink!

*This D-Mod should be played in True Color

NOTE: This is a Development D-Mod, and it may not have a quest to complete or a story to experience.
Released:January 15th, 2010
File Size:227.88 KB
Release Notes:Fixed:
You can only jump when you have contact to a platform.
Spikes will never(?) make dink fall through the platform upon touch (look in spike.c script)
Added:
Some new graphics.
Moving platforms.
A monster.

I guess this is the last version, because I'm really tired of this and want to work with 'Three Amulets'.
Please note that making a platform dmod probably shouldn't be the first thing you do in dinkc as many script should be modified and even more should be added, and not all of them are simple.
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January 23rd, 2010
2.0
Score : 7.7 good
fairy.gif
Someone
Peasant Male Australia
 
Platform Dink is a simple example of a set of scripts that allow Dink to emulate a Mario-like platformer.

Good: Well commented scripts and nothing unnecessarily complicated. It works.

Bad: The mechanics have an obvious flaw: vertical movement of Dink is not disabled. Up movement appears disabled because it is counteracted by the continuous loop that pushes Dink downwards (i.e. gravity), and down movement appears disabled because touch() of the platforms bumps Dink back to on top of the platform. But vertical movement isn't actually disabled. Because of this, you can lengthen or shorten the height of a jump by holding up or down respectively. This is a harder issue to solve than may seem because you want Dink.exe to handle left/right movement as you can't stop Dink on key up otherwise, which means you can't just disable brain 1. (Padding with a couple of hard sprites that shadow Dink would probably be effective albeit inelegant.)

Conclusion: It works, the scripts are simple and well commented. But the mechanics are not perfect.