Updated D-Mod: Platform Dink
Platform Dink now has more platforms!
...Also some moving ones and a spiky stone-beetle of some sort which looks like it wouldn't be a good thing to jump on. Iplaydink has also fixed some of the other scripts to make jumping and the normal spikes work properly.
...Also some moving ones and a spiky stone-beetle of some sort which looks like it wouldn't be a good thing to jump on. Iplaydink has also fixed some of the other scripts to make jumping and the normal spikes work properly.
Hmm. Are the moving platforms loaded with springs or something?
I havn't tried this yet, I'd better hurry up and play this!
Cool, but I still have problems with the jumping, it could be smoother. And what's with Dink "Jitterbug" Smallwood? Is this the result of the "gravity" hitting the "ground" repeatedly?
I'm sure it'll be awesome after some heavy fine-tuning, though.
I'm sure it'll be awesome after some heavy fine-tuning, though.
Much better than the first one. Now we only need an enemy which can be killed by jumping on it!
If you extend the hardbox a bit up and in void touch check if dink is above the monster you could do that... sort of
Maybe I'll do something like that later, but I really should finish 'Three Amulets' before. So I guess it's up to whoever wants to use this.

Maybe I'll do something like that later, but I really should finish 'Three Amulets' before. So I guess it's up to whoever wants to use this.
Maybe make the monster two sprites that move in unison, one on the top and one on the bottom, and when Dink touches the top one it triggers a death sequence for both of them (or destroys one of them and plays a death animation for the other, which expands to take up the space the other one did)
Hmm. Are the moving platforms loaded with springs or something?
You mean the acceleration of speed when you land on them? It's just the touch that interrupts the wait in the loop, so the move is called more often. Hard to solve...
You mean the acceleration of speed when you land on them? It's just the touch that interrupts the wait in the loop, so the move is called more often. Hard to solve...
Really impressive stuff, Iplaydink! Some glitches, as certain people have already pointed out, otherwise I think it's a very clever scripting. Awesome.

I actually meant that if I jump while on one I shoot up to the top of the screen

Oh... that
Sometimes when your scripts acts weird you should just blame the language and move on.(Even though it, more often than not, is your fault completely.)
That's what I did here, gave up and accepted it

Sometimes when your scripts acts weird you should just blame the language and move on.(Even though it, more often than not, is your fault completely.)
That's what I did here, gave up and accepted it
