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September 9th 2006, 06:57 AM
death.gif
If you want to add graphics, it is not too hard...

say that you think the dragon in the original game is cool, but you think that it would be a lot cooler if it was Simon's eyeball enemy.
1. All that you would have to do is goto the Dink data folder, goto graphics>foes>dragon and put the eyeball graphics in that folder.
2. The tricky bit is getting the game to recognize the graphics which is done through a document called dink.ini, which is found in the Dink data folder. You will see a list of graphics to be loaded into the game here.
3. go down the list until you find these lines:

load_sequence graphics\foes\dragon\f2-w2- 202 75 106 120 -41 -18 41 18
load_sequence graphics\foes\dragon\f2-w4- 204 75 103 113 -38 -18 38 18
load_sequence graphics\foes\dragon\f2-w6- 206 75 116 111 -38 -18 38 18
load_sequence graphics\foes\dragon\f2-w8- 208 75 105 100 -43 -18 43 18

load_sequence graphics\foes\dragon\f2-x3- 212 125 42 90 -26 -12 26 12
load_sequence graphics\foes\dragon\f2-x7- 216 125 63 38 -23 -9 23 9

Make sure to back these up- save them to a notepad document or something, because othewise you will not be able to change back to the dragon graphics.

load_sequence tells the engine to load an animated sequence from the following directory in the dink folder, which in this case is graphics\foes\dragon (thats where you placed the eyeball, remember?). f2-w2- is in this case a sequence of graphics that make the dragon walk. You may have seen a compressed file in the dragon folder called dir.ff ... if you were to break this compression open, you would see that the individual bitmaps of the dragon are called f2-w2-01, f2-w2-02, and so forth for each sequence. These are what we will replace with the eyeball. If you are new to dink.ini, then do not worry about the numbers at the end, although they look intimidating, they will not really affect your eyeball too much, just realize that you have to have them there. If you want to do more advanced stuff with the graphics you will need to take those into account, but for what we are doing here it is best just to leave those numbers alone.

4. You will need to change the text from the dink.ini file that I have shown above. If you look at the eyeball graphics, there should be the following sequences:

eyeb1-
eyeb3-
eyeb5-
eyeb7-
eyeb9-

Take note that eyeb5- is the dead eyeball graphic. It only has one death animation, while the dragon has two: f2-x3- and f2-x7-. We will replace both with eyeb5-.

5. Take those eyeball sequences and put them in place of the dragon ones. The lines in the file should read:

load_sequence graphics\foes\dragon\eyeb1- 202 75 106 120 -41 -18 41 18
load_sequence graphics\foes\dragon\eyeb3- 204 75 103 113 -38 -18 38 18
load_sequence graphics\foes\dragon\eyeb7- 206 75 116 111 -38 -18 38 18
load_sequence graphics\foes\dragon\eyeb9- 208 75 105 100 -43 -18 43 18

load_sequence graphics\foes\dragon\eyeb5- 212 125 42 90 -26 -12 26 12
load_sequence graphics\foes\dragon\eyeb5- 216 125 63 38 -23 -9 23 9

save your changes in dink.ini and exit out. The next time you play Dink, all dragons in the game will have changed to eyeballs. I will go as far as to say that the cultists in the forest will be worshipping a dead eyeball instead of a dragon. Try it, you will have a very interesting game experience.

This may sound complex, but really- once you understand how the graphics work, all you need to do is place the graphics you want to use in the graphics folder and change the lines in dink.ini to use the graphics you want.

This is really just a basic introduction- if you look at the folder that the eyeball graphics came in, there are several other files, including a list of figures for dink.ini ... Once you understand more about placing graphics, these can be very helpful.

If you want to know more about this, there are several tutorials available. If you have trouble locating specific graphics in dink.ini, you may want to look at Scratcher's graphic numbers...(the number of the graphic is the one that immediately follows the file name, in this case the numbers for the dragon are 202, 204, 206, 208, 212, and 216.)

Changing graphics is probably the easiest way to tweak the game, and so I suggest starting there. While it is fun to change the game to use things like a summon spell and a banana weapon in the game, you have to add graphics, scripts, and changes to the map before you can use them, which is actually fairly difficult.