The Dink Network

Updated D-Mod: SuperDink

December 1st 2009, 07:11 AM
dinkdead.gif
Quite a large update - even the name has changed!
TGA's SuperDink is now called Dink's Nightmare and as well as a new name has a new title screen, new buttons, new monsters, new spells, new secrets, new shops, new scripts, and more.

Ok so 'new' could sometimes mean 'changed slightly' but you get the idea
December 1st 2009, 07:31 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Wow, lots of new files released lately.

TGA, is this now the finished version of the D-Mod, or is it still beta?
December 1st 2009, 02:17 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Its a finish, but not a final..

If you find anything that may need fixing just tell me and I can put in a later version of this update or a final version... which ever comes first...
December 1st 2009, 02:55 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
The way I see it, there is no way to finish this game; there is no end to it.

Also, the game is extremely repetitive, there is no strategy or thinking involved at all. There are hundreds of hardness errors, too.

Sorry, definitely not my cup of tea.
December 1st 2009, 03:02 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Yeah after releasing the D-MOD update I had noticed hardness errors too, Its some of the corners for some reason dont have there hardness set for some reason. I got my source for all this from the SKELETON provided 3 years ago, maybe something with it? I never touched the hardness on them, so not sure whats going on. I will defiintally be fixing alot of issues in version 4.0 but I can't promise anything anytime soon. So for now those hardness issues can be used as exploits, or a faster way to get from one map to another.

Also, in a newer update I will most likely have a simple storyline and some random silly chats and some sharing secrets. I just have not worked up an effort to do these updates right now as I am a very busy person and have too much to do and little time.
December 1st 2009, 03:39 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Here is a HINT to Dink's Nightmare... the magic number is 124... If you can reach this number in defence you will survive almost any monster with only 1 damage to you!
December 3rd 2009, 07:30 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Beat it again. But still there is no incentive to keep leveling up after you reach the end..

And a few bugs/things that could use improvement..

> A lot of your attacking enemies are missing either sp_distance (distance at which the enemy will attack Dink from) or sp_range (range of the attack). This is why some enemies don't attack unless you are basically at their center, and others attack continuously without reaching Dink. You need both.

> Enemy deaths are screwed up. I looked into your scripts and figured out why. The only enemies that need sp_base_death() are pillbugs, slimes, boncas, dragons, and spikes. The others should have a base death of -1. By having it set to -1, it will take the 5th sequence of the enemy's sp_base_walk(). Notice, this is where the death frames are for all the other monsters.

> Unneeded tiles/graphics/sounds/MIDIs packaged in. The only ones you need are the NEW ones you've added. If it's from the main game, don't include it.

> Still no replay value. When I get to the end, that's it. There's nothing to keep me interested. No new challenges, no new quests, no nothing. All that you can do after you reach the end is to grind. And since there's no competition or reward for this, it's basically a waste of time to do so.

EDIT:
Make that -1 for sp_base_death()
Also, the blue knight needs its sp_base_death() set.
December 3rd 2009, 08:54 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
I am having problems with the sprites, I use WinDinkEdit and I forgot how to view the sprite list and the numbers like in DinkEdit, but I cant run DinkEdit becuase its 640x480 and my HDTV hates running that resolution, unless I can find a way to get DinkEdit to run in a window, or someone can tell me how to view the sprites list in WinDinkEdit, I wont be able to change the death without a frame number on the knights and others that need it.
December 3rd 2009, 09:29 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Firstly, you need to be in sprite mode. Press R to do so. Then press E to bring up the sprites page. Use page up and page down to scroll.
December 3rd 2009, 09:33 PM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Does it work if u tick the 'windowed mode' in WDE+ before u open (Edit) your game??
December 3rd 2009, 09:58 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
I am having problems with the blue knight I tried DEATH 0 -1 and 285 and none are working correctly, I tried even not having no sp_base_death line and still its not working...

sp_base_death(¤t_sprite, -1);

Also when I tried to find the pic, it was missing, so I used another mod I remembered having the Death frame and overrided my blue knight folder... its 285, but It fixed it for WinDinkEdit, but not for the game??? Why?

I even tried resaving the d-mod after overriding the folder...
December 3rd 2009, 10:04 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
-1 should work... Maybe there's something wrong with your dink.ini. I'm noticing blue (blank) sequences showing that shouldn't be like that. It just so happens that your blue knight's death sequence is one of those.

Add this line to the end of your Dink.ini and it should work.
load_sequence graphics\people\knight\silver\death- 285 100 25 11 -22 0 55 42
December 3rd 2009, 10:09 PM
spike.gif
TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
load_sequence graphics\people\knight\blue\death- 285 100 58 84 -27 -11 27 11

thats what the line looks like

EDIT: and there is a DEATH-01.BMP in that folder!
December 3rd 2009, 10:15 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Here's all the blue's in the ini

load_sequence graphics\people\knight\blue\c5-w1- 281 100 67 86 -21 -12 21 12
load_sequence graphics\people\knight\blue\c5-w3- 283 100 58 84 -27 -11 27 11
load_sequence graphics\people\knight\blue\death- 285 100 58 84 -27 -11 27 11
load_sequence graphics\people\knight\blue\c5-w7- 287 100 70 86 -22 -12 22 12
load_sequence graphics\people\knight\blue\c5-w9- 289 100 66 85 -24 -12 24 12
December 3rd 2009, 10:21 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
I don't really know what the problem is, but when I added the line I mentioned to the end of the dink.ini, it worked.
December 3rd 2009, 10:23 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
would it have something to do with these numbers? 25 11 -22 0 55 42
December 3rd 2009, 10:28 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Ok I ran debug mode and it keeps saying it can not find the image
December 3rd 2009, 10:31 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Ok I fixed it, it was the dir.ff files causing a conflict...
December 3rd 2009, 10:35 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Do'h

Your line is

load_sequence graphics\people\knight\blue\death- 285 100 58 84 -27 -11 27 11

There is no blue death, it uses the silver knight's death. Hence why this works.

load_sequence graphics\people\knight\silver\death- 285 100 25 11 -22 0 55 42
December 3rd 2009, 10:37 PM
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TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
I have a custom graphic of a blue death... I rather use it, as it looks funny have a different color death sprite than the knights
December 3rd 2009, 11:02 PM
spike.gif
TGA
Peasant He/Him United States
"I Didn't do it!" - TGA 
Ok there is a new updated, version 3.1:

These are the following updates:

File size reduced.

The death sprites fixed.

Found one map section that did not have the "tink" sound removed, this has been fixed.

Added scripts and graphics for Large Black Knight Boss... In a later version these new monsters I am working on will be added.

Logo Version changed to v3.1 at the bottom left hand side.

Some hardness issues fixed, but not all of the issues. Most noticable at begining map island.