The Dink Network

Dink Smallwood HD for Windows update

December 6th 2010, 10:44 PM
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Seth
Peasant He/Him Japan
 
I've updated the Win version of Dink HD with the following changes:

* Faster loading
* Can adjust screen size
* DMOD compatibility improved
* BUGFIX: Now properly pauses when leveling up
* Added "Pic smoothing" on/off option (defaults to on)
* Auto saving

File: http://www.rtsoft.com/dink/DinkSmallwoodHDInstaller.exe

(47 MB - it does include the full CD digital sound track)

The only thing it's really missing now is joystick/gamepad support.

Out of curiosity, does anybody actually use a gamepad with Dink?
December 6th 2010, 11:44 PM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
Wonderful! I can definitely see the massive improvements from the first version of Dink HD to this one.

The screen adjustability is awesome. I tested it extensively, went as small as possible without problems, went as large as I could without any problems. Perfect!

The pic smoothing option is good, works well, good option to have. It also helps you see how amazing it makes the sexy graphics look.

D-Mod compatibility is improved! I tested it with something I have in-progress, and it crashed before, but is now perfect.

However, in the main game, the screens that pop up giving you tips and stuff are in Phone Talk, so to speak. It talks about the App. Not sure if this is planning to be changed, but it's kinda dodgy, seeing as it's moreso a program on the PC than an App.

But apart from that, this is amazing, and I looooove it!

And I'm fairly sure you'll be hard-pressed to find someone who plays Dink with a gamepad.
December 7th 2010, 01:15 AM
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GlennGlenn
Peasant He/Him Norway
GlennGlenn doesn't want a custom title. 
Yay, it completily pauses the game when leveling up I remember back when I first played the game, I came to where I defeated Mog and I leveled up as a beat him and it crashed the game because there was a scenarioish thing afterwards.

Keep up the good work Seth
December 7th 2010, 01:32 AM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
Something else I just noticed, at a choice screen, there seems to be slight misalignment between the 3 sprites, and this is causing a 2 thin black lines down the sides of the choice.

Also, it seems like occasionally there is still a hint of that devilish 'gap' line that appears when changing screens. Particularly when travelling south and east.
December 7th 2010, 02:23 AM
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Marpro
Peasant He/Him bloop
 
Nice, Seth.

*Downloading update*
December 7th 2010, 03:08 AM
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schnapper
Peasant He/Him Heard Island And Mcdonald Islands
Let us save our effort and just lie down and die. 
Wow - It's the most beautiful Dink ever! Suspiciously Novashell-y, or is that just the starting tune
December 7th 2010, 06:43 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
When you die and quit the game, it jumps straight back into your latest quick save, which is quite annoying.
December 7th 2010, 08:59 AM
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Seth
Peasant He/Him Japan
 
Thanks for the feedback guys.

It always returns to the EXACT place you quit at, this is something it does in addition to the "every 5 minute quick save" and other saves.

Hmm, yeah, I should fix this so if you're dead it doesn't do that. The "Continue" button will just be grayed out I guess. (or if a DMOD, it just won't give you the option of continuing next time you start it)
December 7th 2010, 06:49 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
I found a couple of bugs and glitches:

1) Support for other keys doesn't work anymore (ie in my D-Mod, you press Q for quick load: doesn't work. Z for a special move: nothing happens when pressed).

2) Some sprites are placed at different coordinates in the D-Mods (ie. signs on top of trees instead of on the ground).

3) Black lines show up when the screen slides into the next.

4) In one particular D-Mod of mine, when walking to the next screen, the tiles at the borders of the screen are flashing and look distorted.

5) Sometimes, a sound effect keeps looping, even when changing screens or even when having loaded another savegame.

6) Some sounds do not even play at all in particular screens.

I do like the smoothness of the screen sliding when changing screens and the revamped load and save system, but for now, I prefer Dink 1.08 because of the mentioned bugs and overall slowness of the frontend.
December 8th 2010, 04:50 AM
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Seth
Peasant He/Him Japan
 
Thanks for the feedback, Christian, hmm, maybe I jumped the gun putting the HD version on my front page as a download today.. er. Um. Well, I'll make sure the old version is there as well.

Which of your DMOD's are showing the problems? If it happens on my side I can probably fix it. Make sure it shows V1.4.1 in the about section. Does pressing P play the pillbug sound in the original Dink (if you run New from the main menu)? (this loads a key based script) If not, something is very wrong ..
December 8th 2010, 05:52 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
No, P does not play the Pillbug sound. Also, sometimes when the music loops, it makes a horrible and a very loud sound. Shattered my ears yesterday.
December 8th 2010, 07:01 AM
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Seth
Peasant He/Him Japan
 
Yikes, broke that right before release, yay me! I've put up a new version that fixes the P/custom key script issue, thanks.
December 8th 2010, 02:15 PM
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Harshit
Peasant He/Him India
Milderr!! 4: Return of the Legend 
just downloaded it
like the new interface
music was playing fine for me

found 1 glitch
whenever i pause the game and minimise the game (while in windowed mode)
when i click on dink again the quick save and quick load big buttons were replaced by some random sprites form the screen.
in 1 case it showed a tree and a golden heart. which alerted me of the presence of golden heart on this screen
if i select continue and press esc again. the buttons are still not back
but double clicking the title screen brings them back

in the about screen it says dink script vs 1.09
does it have some new additions after dink 1.08. or does it also has script vs 1.09??
December 8th 2010, 07:12 PM
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Seth
Peasant He/Him Japan
 
Thanks.

There isn't much new in the "1.09" but it does have some useful things like being able to detect if it's an android/ios version (to make your DMOD's fighting easier, etc)

I've thrown up a dink entry on my rtsoft wiki here that I link from HD dink page.

The HD/1.09 changes are listed here.
December 9th 2010, 12:45 AM
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Guest
Ghost They/Them
 
This is awesome. Thanks Seth. For the record I play the old version using the GamePad. So it would be great if that could be added at some point. Seems like I might be the only person here that uses the GamePad. Thanks again!
December 9th 2010, 05:14 AM
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Kyle
Peasant He/Him Belgium
 
Max sequences 1300? ... /DROOL

Great work Seth Next up is the variable limit? A sprite's main procedure no longer being interrupted by hits/push/talk?
December 9th 2010, 06:16 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Dink HD Editor with unlimited screens would be epic.
December 9th 2010, 07:01 AM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
OH MY GOD
this is ducking AWSOME!!
i will download it a soon as i get windows update

@skull
I think that should be WinDinkEditH+
December 9th 2010, 08:42 AM
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Kyle
Peasant He/Him Belgium
 
Oh but I just thought of something. It's nice that the sequence limit is higher now, but we're still stuck with a pretty small max amount of Set_sprite_info lines in the dink.ini file. Might actually mean the 1300 slots are still not actually available completely.
December 9th 2010, 09:13 AM
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metatarasal
Bard He/Him Netherlands
I object 
I agree here, more set_sprite_info lines are more useful than more sprite slots. You can always load new graphics over old graphics slots in-game if you really need to.
December 9th 2010, 09:22 AM
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Sounds great, will have to get around to trying it out.

And hi Harshit, long time no see
December 9th 2010, 10:02 AM
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Seth
Peasant He/Him Japan
 
>>Next up is the variable limit?

Well, it does fully support the "sp_custom" command which in theory gives you unlimited variables to use - I don't know of any DMOD that uses this to test it though...but because my source is based on 1.08 it is there. (Dan added it) I did fix a few mem bugs I noticed in it.

>>but we're still stuck with a pretty small max amount of Set_sprite_info lines in the dink.ini file

Ah, I have good news then: I forgot to mention, there is no longer any limit on the number of set_sprite_info commands.

>>A sprite's main procedure no longer being interrupted by hits/push/talk?

I'm sort of afraid to touch this.. if there is one thing I've learned from this project it's DON'T fix anything, it breaks something everytime.

It seems like some DMODs might depend on the interruption happening it may cause unwanted results - ie, you attack the goblin who is mouthing off, he's dead, but he continues his speech as if nothing happened.
December 9th 2010, 10:43 AM
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Kyle
Peasant He/Him Belgium
 
The sp_custom command isn't really used for more variable slots though. It's used to have more sprite properties, custom properties. Like how often has Dink talked to this sprite, how often has it been hit, what is its order in a puzzle, ... But it can not be retrieved without being able to refer to the sprite holding the value (which usually requires a variable xD) and it can only be used on the same screen the sprite is on. Now, if we could use sp_custom() with the Dink sprite itself, THAT would open up a lot of options for variable usage. Oh yeah, I wish we could do that the more I think of it But that would mean this sp_custom is saved in the save file, which it isn't at this point unfortunately. This would also partially solve the following issue.

However, I wasn't even talking about the global variable limit in my previous post (though that is a concern). I was talking about the max amount of variables being available at any given time (around 250?). I have a rather complicated battle system in my d-mod in development that requires about 15-20 variables in play per enemy sprite to track a variety of things such as poisonous, life steal, critical hits, elemental weakness, ... This already limits me to how many enemies I can have on screen (a compromise I was willing to make). Now add to that variables used by spells that might be flying around, custom UI variables, variables used by the equiped weapon script and the full amount of globals which are always in use and you can see how that limit is easily reached (which breaks something every time it's exceeded). We have a pretty decent amount of global variables we can use, but that's only because we abuse the living hell out of the editor sequence and frame to store extra things inside a sprite on a screen. Like sometimes I would just place a barrel only to store 2 variables that are saved in the savefile. Tracking the status of a conversation with a sprite has traditionally been using this trick as well.

I also track things such as which secrets have been found to check them off a map. But that means that, since we don't have arrays, I need a global variable PER secret. I have worked around this by using variables to store huge numbers, abusing the integer. Like a variable holding the value 5785454274 and then isolating seperate digits for extraction. A usable workaround, but very inconvinient to track which digit stands for what without writing all of that down somewhere. However, if we choose globals for this, we use up a lot of our global variables, these are counting heavily toward our maximum amount of live variables being used by the game at any given moment. And the problem persists.

Don't get me wrong though, d-mods have worked and will continue to work and shine without improving this, but this problem specifically is hard to find a solution for in scripting. It almost always ends with me saying "oh well I'll have to scrap that idea" and that's a shame

And I guess I do understand your fear of changing functionality instead of adding to it or improving on it. I realize it can be dangerous. Perhaps there is a workaround for this? Like a sp_interrupt(&curent_sprite, 1) to enable/disable it?

Anyway, I'm off filling my graphics slots with transparent sprites
December 9th 2010, 11:16 AM
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Marpro
Peasant He/Him bloop
 
Dink HD Editor with unlimited screens would be epic

This.
Another addition to the wish list would be DinkC string variables.
December 9th 2010, 11:18 AM
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Kyle
Peasant He/Him Belgium
 
I'd prefer people start decorating their screens before including more and more though In other words, no Friends Beyond 3 again
December 9th 2010, 11:23 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
As far as I can remember, Friends Beyond 3 had a pretty good map.
December 9th 2010, 11:51 AM
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Kyle
Peasant He/Him Belgium
 
You're kidding me right? There's quite a few screens with just a tree and some rocks. On both maps.
December 9th 2010, 11:55 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
And?
December 9th 2010, 12:11 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
ok now seriosly I think a this would be awesome
BUT
I can't download the installer

I normally use safari but i am going to try downloading it with IE now
fingers crossed
December 9th 2010, 12:41 PM
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Marpro
Peasant He/Him bloop
 
I'd prefer people start decorating their screens

I'm doing tha-aaaat.
December 9th 2010, 12:51 PM
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Infinite map screens would be most useful for when you run into the border, I think. Say you started on screen 1, and now want to extend the map upwards? Just move the whole map 50 screens down, change all warps and such: Fun for the whole family! Or another scenario, start on screen 400, want to create another sizeable area on the map? Sorry, out of room, you'll have to settle for a shootty serpentine cave.
December 9th 2010, 01:19 PM
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Kyle
Peasant He/Him Belgium
 
A whole new editor is way beyond the scope of Seth's project though I think And for map looping you can use border warps too if you really want that. And you can sort of get away with extra caves if you're using the same geometry blocks combined with vision and warps too. Or a second map just for caves if you plan it out well.
December 9th 2010, 01:26 PM
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ExDeathEVn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
I'm quite content with the current map size and requiring to change to another map at the moment. Works for me because I'll be using 2 maps after the starting map for separate story paths, as I've said before. Extending map size would just waste half of my work on maps 2 and 3.

S'pose I shouldn't be posting in here when i still use good o'le 1.08 with DFArc 3 rather than the HD yet Just been too busy mapping and scripting compared to playing.
December 9th 2010, 03:05 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
I downloaded it and it is not working.
If i start it it opens as it (i guess) should then it attempts to "continue last game" and it crashes and i get a "dink.exe is not responding
December 9th 2010, 03:10 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Don't say we don't decorate screens. I just decorated a whole village today, and it's the best detailing I've ever done. Now, that may not sound much, but trust me, it is.
December 9th 2010, 03:37 PM
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Kyle
Peasant He/Him Belgium
 
I never said "we" don't decorate xD I decorate every screen chock full of detail and most d-mods are okay in this department too. Just saying that the BIG ones with a full map or even 2 maps usually compromised in that aspect and they really shouldn't have. Quality over quantity.
December 9th 2010, 03:38 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
It would still be good.
December 10th 2010, 06:32 AM
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Yeah... I was kind of just thinking out loud. =)

Hmm, DinkHD runs really poorly on my computer. During the 5 minutes I tried it, it crashed several times, and is full of graphical glitches. Maybe it doesn't like my video card/driver? (ATI Mobility Radeon HD 4650)

The earlier beta versions ran fine, though.
December 10th 2010, 10:49 AM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
the beta version was fine for me too
December 10th 2010, 02:24 PM
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justthinking
Ghost They/Them
 
i did notice one thing, i don't see any text when pressing space at dink's bed in this version.. i don't know if there are any other problems, but i like all the quirky things dink says so i might go back and play the v1.08 and see what other things are missing, just started playing again after years of not playing, the graphics are nice in the HD version. Dink is a great game and i saw there is an official sequel which is why i decided to download and play again. Awesome work Seth and the rest of the crew. BTW, LOVE THE QUOTES.TXT! HILARIOUS!!
December 11th 2010, 03:03 PM
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Kyle
Peasant He/Him Belgium
 
Pressing M to show the map in the original game crashes it for me. The P key for the pillbug sound works.
December 12th 2010, 06:22 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Found another bug: I have the following script attached to a sprite so when the player hits the sprite, it disappears:

void main(void)
{
sp_nohit(&current_sprite, 1); 
}

void hit ( void )
{
playsound(62, 8000,0,0,0);
 {
  int &hold = sp_editor_num(&current_sprite);

  if (&hold != 0)
    {
     //this was placed by the editor, lets make the barrel stay flat
     editor_type(&hold, 3); 
     //editor_seq(&hold, 173);
     //editor_frame(&hold, 6);
     //type means show this seq/frame combo as background in the future
    }
  //sp_seq(&current_sprite, 173);
  sp_brain(&current_sprite, 5);
  sp_notouch(&current_sprite, 1);
  sp_nohit(&current_sprite, 1);
  &save_x = sp_x(&current_sprite, -1);
  &save_y = sp_y(&current_sprite, -1);
  //external("make", "apotion");
  sp_hard(&current_sprite, 1);
  //sprite ain't hard no more!
  draw_hard_sprite(&current_sprite);
 sp_nodraw(&current_sprite,1);
}
}


However, in Dink HD, the sprite doesn't disappear completely. It's hardness is gone but the image of the graphic is still there.
December 12th 2010, 07:51 AM
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Kyle
Peasant He/Him Belgium
 
But why is there a { after the playsound?
December 12th 2010, 12:12 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
You're right, that's an error. But the bug remains when fixing that error.

Another quibble I have (not sure if it's a glitch or not), is that when pressing CTRL to select an item in the inventory, you automatically return to game, while in 1.08 you could select an item without the game automatically resuming (which I vastly prefer, because it brings a certain strategic element to the game because you can see your stats change while in inventory).
December 12th 2010, 12:22 PM
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Kyle
Peasant He/Him Belgium
 
This is a concession he made for the mobile version I think. There's no control button, you just tap an item and it equips. Although the stat thing is true, how many d-mods have 10 weapons to pick from anyway
December 12th 2010, 12:50 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
I find it very annoying when I want to equip a spell and weapon, but the stupid thing keeps bringing me back to the game lol. I think that's one of the bad mistakes in HD, that Seth should fix.
December 12th 2010, 02:20 PM
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Kyle
Peasant He/Him Belgium
 
That is indeed an annoyance Again though, I see few ways to make this better on a mobile platform and Seth would like to keep the code the same for all platforms.
December 12th 2010, 02:30 PM
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Harshit
Peasant He/Him India
Milderr!! 4: Return of the Legend 
only an annoyance for ppl like us who are used to the old controls.
if someone starts playing dink now on windows with hd version he'll like this one better and the old one an annoyance.
just my 2 cents

also like kyle says this is the best ui for mobile, so it probably wont be changed
December 12th 2010, 02:34 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
if someone starts playing dink now on windows with hd version he'll like this one better and the old one an annoyance.

I wouldn't be so sure about that.
December 12th 2010, 07:04 PM
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Seth
Peasant He/Him Japan
 
Hmm, yeah.

The one click/touch inventory seems to work decently for the main game, but I didn't really think about all the DMODS where it might be more useful. Have to give this some thought, I really don't want to have two different modes, maybe a compromise where you an "drag the mouse" over the items and see them get activated one by one until you release the mouse button over one of them or something like that.

Bug about things not being removed - probably happening because I redid how "foreground sprites changing into background sprites" works (in fact, I'm just steps away from enabling it so blood/duck heads could be remembered if you leave a screen and come back, or load a save state if I want to) , will think about this as well.
December 20th 2010, 09:35 PM
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Androrc
Peasant He/Him Austria
 
Will the source for Dink HD be released at some point?
December 22nd 2010, 01:04 AM
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Seth
Peasant He/Him Japan
 
>>Will the source for Dink HD be released at some point?

Yeah, that's the plan
December 22nd 2010, 07:29 AM
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Androrc
Peasant He/Him Austria
 
cool
December 22nd 2010, 12:39 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
So this thing isn't meant to work for windows seven starter
December 22nd 2010, 01:52 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
December 22nd 2010, 07:52 PM
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I leave for years, come back, BAM HD dink. Awesome. Looks like its time to update my dmod collection

Edit- Worked it out
December 23rd 2010, 05:10 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
OMG!! !! !! !! SirCabbage!! *Dies out of the awesome moment, which will go into the books of history and become the new bible*
December 23rd 2010, 09:24 AM
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o_o Moo
December 23rd 2010, 06:34 PM
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Seth
Peasant He/Him Japan
 
AFAIK it does work with Windows 7 starter in general, haven't heard any other complaints. Any errors I would assume are GL driver issues, hard to say.
December 23rd 2010, 07:19 PM
peasantmg.gif
Hey seth, Have you ever considered allowing GOG.com to post up dink smallwood? I mean, its free anyway and it may bring a few more people into the fold. I mean, lets face it... its a good enough game one of the most active modding communities ive ever seen
December 24th 2010, 05:00 AM
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Kyle
Peasant He/Him Belgium
 
It rivals the Baldur's Gate modding community in longevity, that's for sure xD
December 24th 2010, 08:43 PM
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I dont think it beats Total Annihlation or Freelancer though, but its still one of the most active
December 25th 2010, 09:19 AM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
AFAIK?

anyway this is really not good
I can not use
- Dinksmallwood
- Dinksmallwood HD
December 25th 2010, 09:35 AM
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Zaratul
Peasant They/Them
 
Hi all

I was searching for Dink Smallwood install and i found HD Version.Its really nice,bigger resolutions,windowed mode and all that stuff but game is crashing often on my windows 7. And when i`m starting Pilgrim Quest game is always crashing after few dialogues.

@Seth Are you gonna release patches in the future? Because game is in the need of this.
December 25th 2010, 10:15 AM
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ExDeathEvn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
AFAIK = As Far As I Know.

Kinda obvious.
December 25th 2010, 12:28 PM
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Androrc
Peasant He/Him Austria
 
Did the changes from 1.08 carry on to Dink HD? I'm specifically interested in knowing if sp_custom works.
December 26th 2010, 07:11 PM
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Seth
Peasant He/Him Japan
 
Hi, yep, it started from the 1.08 source code. sp_custom is supported.

Crashes in Win7? Is anybody using Dink HD with Win7 successfully? Looks like I need to go test with it...
December 26th 2010, 08:36 PM
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Androrc
Peasant He/Him Austria
 
Seth, nice to know.

As for Windows 7, I use it and Dink HD works for me with no problems.

EDIT: Played Pilgrim's Quest on Dink HD and it worked as well.
December 27th 2010, 06:29 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Yeah, it works fine. If anyone's having trouble with it, I suspect it's a PEBCAK issue.
December 27th 2010, 05:09 PM
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hell7fire1
Peasant He/Him Botswana
It's like that. 
Well..now I think its time I give up on dink.<NOT

well I am gonna keep trying so lets see
BTW:the time when that (in image) happened it was the ONLY time it worked.
December 29th 2010, 11:27 AM
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Androrc
Peasant He/Him Austria
 
I'm having problems switching to full screen in the latest build (1.4.4 build 1). When I press Alt+Enter to switch to full screen, the tiles of my custom tileset become completely white (sprites remain normal). If I switch back, they remain white.

If I switch to full screen prior to firing up my DMOD it works flawlessly, though.

This doesn't happen with the regular Dink tilesets, however.
January 2nd 2011, 01:55 AM
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Zaratul
Peasant They/Them
 
First i have reinstalled game in the same place which was d:\program files\Dink Smallwood HD\ and game is still crashes BUT i did reinstall second time in the default folder C and....game works fine.Both Dink Smallwood and Pilgrim quest.Maybe it was my fault all the time.
October 27th 2012, 05:02 PM
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was wondering if there's going too be a save game editor for Dink HD I'm at a point where i need lots of cash but not getting enough cash drops
October 27th 2012, 05:30 PM
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shevek
Ghost They/Them
 
I'm at a point where i need lots of cash but not getting enough cash drops

I don't think anyone is interested in creating one. This problem can easily be solved differently, though: just create a script which gives you money, and make it execute when you press a certain key. Load, press the key, save again. After that you can discard the script (or not).
December 18th 2013, 08:06 PM
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RikTrik
Ghost They/Them
 
Of course we don't use joypad with Dink because we can't. We'd like to though.
December 18th 2013, 08:41 PM
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Cocomonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
I do.