The Dink Network

New Dev File: Dink Script Improvement Pack

February 27th 2013, 06:13 PM
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Not too long after releasing his missile fix, TheNewGuy goes and makes it totally redundant...

But he's done that by making a whole bunch of similar fixes, including that one, and releasing that instead!

The Dink Script Improvement Pack is a pack that, um, improves Dink scripts. Just go and look at it, I'm tired of typing now.

March 1st 2013, 10:35 AM
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Well, luckily I think the fixes are done, meaning I won't be making another "script improvement" pack after this one. And the biggest chance it will have at being updated is if somebody finds worthwhile bugs in the script pack. I don't think I'll be adding any new fixes to it. Time to work on my DMOD instead.
March 1st 2013, 03:19 PM
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Kyle
Peasant He/Him Belgium
 
Nice pack I haven't checked out every script yet, but I'll probably integrate the fixes at one point to all of the stuff it applies to in my d-mod.

Speaking of d-mods, any hints what yours will be about?
March 3rd 2013, 10:34 PM
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Speaking of d-mods, any hints what yours will be about?

I'm keeping information about the DMOD mostly classified for now, but I'll give you little bit. It takes place in the time between the original and Mystery Island, it's planned to be roughly as long as the main game, and it will have more than one ending. There will be plenty of humor however the story is made to be taken seriously. I'll leave the rest to your imagination.

Hmm... I thought there was something that said how long the time between Dink Smallwood and Mystery Island is but after starting a new game on Mystery Island it doesn't seem to say. Does anyone know this for sure?
March 4th 2013, 03:12 AM
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Someone
Peasant He/Him Australia
 
Very cool. I think these scripts and fixes will be very useful for the perfectionist DMOD developer and those who need as many variables as they can get. The file is very well referenced, giving a clear list of changes and some explanation (in readme.txt and scripts/reference.txt). In my mind, the most impressive and difficult task was documenting those really weird bugs in Dink that we never hitherto managed to pin down. (e.g. It's easy to say the missiles explode improperly sometimes, but much harder to figure out why.) The only flaw I can see that detracts from the file's purpose is that the readme doesn't confirm that the juggle variables are free for the developer to use as juggle variables, because it looks like they are.

TheNewGuy, thanks for crediting my tutorial as an influence. As others have also said, it's great to have a new (?) upstanding and polite member of the community making quality and useful files.
March 4th 2013, 10:32 AM
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Hmm... I thought there was something that said how long the time between Dink Smallwood and Mystery Island is but after starting a new game on Mystery Island it doesn't seem to say. Does anyone know this for sure?

Nope. A lot of people have worked from the assumption that they take place pretty much back-to-back, while Mystery Island itself seems to imply that years have passed. (Evidenced by the intro, and by some of Peter's dialogue)

There used to be a timeline thingy that listed when each dmod took place, but that was more of a fun project than some kind of definitive guide. Here's a really old version.
March 4th 2013, 10:54 AM
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Quiztis
Peasant He/Him Sweden bloop
Life? What's that? Can I download it?! 
Wow, this is great. I like that you can fire the Hellfire diagonally now!

Maybe it's time to create a DMOD once more...
March 4th 2013, 11:15 AM
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Kyle
Peasant He/Him Belgium
 
Yes! Go for it Quiztis
March 4th 2013, 12:26 PM
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Nope. A lot of people have worked from the assumption that they take place pretty much back-to-back, while Mystery Island itself seems to imply that years have passed.

I suppose I'll lean towards Mystery Island being a slightly later adventure.

The only flaw I can see that detracts from the file's purpose is that the readme doesn't confirm that the juggle variables are free for the developer to use as juggle variables, because it looks like they are.

Yeah, that's something I thought about the last couple days. I also don't explain very well that you do need to make sure the three globals are defined in the "main.c" if you are implementing in a DMOD you already started. I'll probably update the documentation soon to make this clear. But for now, make sure you have &jug, &jugb, and &jugc global variables called in "main.c". If you use the included main.c this is already done for you, otherwise you have to add it to your own main.c.

I like that you can fire the Hellfire diagonally now!

Hell yeah! (get it?)