Striker's Profile
It is still a mystery to everyone.
If you're familiar with digital art, it shouldn't be very hard to find the sprites, copy them, and then recolor each bmp to whatever you want. This used to be more of a problem way back in the day when you *had* to conform to Dink's specific 256 color palette, but with the later patches, this isn't an issue. To my knowledge (it's been a very long time since I made anything for Dink), Dink sprites still can't handle transparencies and anything that isn't pure white (or in some instances black) will show up as a solid color in game, so keep that in mind.
The more complicated parts involve adding the animation speeds, indexes, and hitbox information into the d-mod's Dink.ini for the sprites you want. In this instance, you'd mostly just be copying the information for the original sprites, but with their new filepaths/names into new sprite indexes. I often used this file as reference. It also helps to play around with the Dink Editor and see how the information entered into the d-mod's Dink.ini relates to what shows up in Editor's sprite index.
Then, of course, there's making sure those all come together through DinkC scripts, but if you're just editing sprites for use in the community, I would typically leave that part to d-mod authors to implement on their own.
I believe there are also a few graphics tutorials floating around here, but I can't vouch for their efficacy.
The more complicated parts involve adding the animation speeds, indexes, and hitbox information into the d-mod's Dink.ini for the sprites you want. In this instance, you'd mostly just be copying the information for the original sprites, but with their new filepaths/names into new sprite indexes. I often used this file as reference. It also helps to play around with the Dink Editor and see how the information entered into the d-mod's Dink.ini relates to what shows up in Editor's sprite index.
Then, of course, there's making sure those all come together through DinkC scripts, but if you're just editing sprites for use in the community, I would typically leave that part to d-mod authors to implement on their own.
I believe there are also a few graphics tutorials floating around here, but I can't vouch for their efficacy.
Striker has released 4 files
| Title | Category | Avg | Updated |
|---|---|---|---|
| Ghost Knight 2.0 | Development, Graphics | 9.1 | August 11th, 2002 |
| Ultimate Midi Pack | Development, Music | 8.4 | January 20th, 2002 |
| Back from the Grave | D-Mod, Demo, Unfinished | 9.1 | June 27th, 2001 |
| Ghost Knight | Development, Graphics | 8.4 | October 17th, 2000 |
Striker has written 6 reviews
| Title | File | Type | Score | Date |
|---|---|---|---|---|
| Total Crap | Mystery Island Help Map | Normal | 1.0 | November 26th, 2009 |
| This Used To Be My Favorite Dmod of All Time | Prophecy of the Ancients | Featured | 9.2 | August 4th, 2006 |
| Well | World of DinkC | Featured | 8.3 | January 11th, 2006 |
| An Enjoyable D-Mod All Around | Adventures of Ed the SCV (The) | Normal | 8.4 | August 11th, 2005 |
| Wow | Videogame Music Archive | Featured | 9.7 | October 5th, 2002 |
| Here’S My Review: | Cloud Castle | Normal | 8.6 | June 24th, 2002 |
Striker has taken 3 screenshots
| Screenshot | File | Date |
|---|---|---|
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Marketplace graphics | October 1st, 2019 |
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Back from the Grave | November 15th, 2007 |
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Back from the Grave | November 15th, 2007 |

9.1
8.4
1.0







