The Dink Network

New Development D-Mod: Platform Dink

January 12th 2010, 09:34 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
We all love Dink. We all love the Mario Brothers. And so does Iplaydink, who created the awesome Development D-Mod Platform Dink.

Platform Dink is basically a 2D sidescrolling platformer in the Dink engine. So if you always wanted to create such a game with Dink, now's your chance!

*This D-Mod should be played in True Color

January 12th 2010, 09:45 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Sounds awesome. Downloaded it just now.
January 12th 2010, 09:48 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Ok, tested it. It certainly is pretty cool, but could be better.
January 12th 2010, 10:36 AM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Been waiting a long time for this one

The jumping doesn't always work. Very frustrating.

Also, add enemies!

Edit:
I just noticed you can jump mid-air if you're falling too. And there's a floating effect if you press up while jumping where the fall speed is greatly reduced.
January 12th 2010, 10:38 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
You have to wait like one second between the jumps or something, that was a very simple way to avoid jumping just after jumping, or else you could fly by pressing it many times.
I should change that value of the wait a little...

EDIT: Oh yeah... but that doesn't have to be solved, you can do that in many platformers.
January 12th 2010, 10:42 AM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Second edit was added. You can air jump while 'floating' this way.
January 12th 2010, 11:21 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
I have an idea to make so that you can't jump in air...
When dink touch a platform a variable enables jumping for like 100 milliseconds, when dink stands on a platform he should touch it more often... Anyone understad what I'm trying to say?
EDIT: I can't belive my luck, it works perfectly

Anyway, about the 'floating' I can't figure out a way... To bad you can't edit the arrow-keys without going into the source...

EDIT: About enemys... that's probably coming in another version, you can see the graphics for one in the dmod dir.
January 12th 2010, 01:30 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Yeah, I've been fiddling with it and here's some things I did to make the jumping work better. I think you did the same for the platforms or something of the sort. Another bug was that if you jumped while screen changing, you could jump again in the air. So that was fixed as well.

Can't think of anything to deal with floating though

platform.c
----------
&use = 0 in touch proc

key-66.c
--------
added script_attach(1000) to the beginning and kill_this_task() to end of script
removed &use = 0 from end of moving part

gravity.c
---------
removed &use = 0
January 12th 2010, 01:41 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
You could tell the player about the 'floating' and make it part of the game-play (so that you have to use it at some locations)... and add a little nice graphic of dink holding an umbrella for dir 8, to slow down the fall
January 12th 2010, 04:33 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
If this gets a bit polished up like you guys are doing, I think I'll be making some sweet platforming D-Mods.
January 12th 2010, 04:43 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
I've added a monster and a bigger spiky thing moving up and down...
I've also modified some graphics, and added some (Dink's Red scarf is only visible in one direction now ) So I guess it's time to release another version soon. Should I make any other changes?
EDIT: (Of course the jumping is fixed as mentioned above, but you can still fall slower by pressing 'up')
January 12th 2010, 05:02 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Well, I've come across problems while placing spikes on the level. Dink seems to fall right through the level if you don't have it placed at a (seems to be exact) certain y-coord relevant to the platform. Probably an engine thing like not being able to pick up a heart while being damaged by touch damage. Since the touch procedure doesn't run, there's no counter to the gravity.

Blocks would also be a nice addition. Figure that one out

Edit:
More suggestions..
Include timer, respawn point, lives.. those things would be nice to have.
January 13th 2010, 01:51 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
I'll look into that problem. I'll also make a platform moving up and down, as an elevator.
January 13th 2010, 03:22 AM
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MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Dink can fly!

And its windy too
January 13th 2010, 07:45 AM
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Very unfinished. The graphics are brilliant, though.
January 14th 2010, 12:12 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Can you change what happens upon death?
I'm thinking about a auto-save feature that activates at certain points and are loaded upon death (If the player choose not to re-start).
January 14th 2010, 12:47 PM
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metatarasal
Bard He/Him Netherlands
I object 
dinfo.c is run when Dink dies, you can put whatever you want there...
January 14th 2010, 01:00 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Ah, that's great
I'm still new to the dink engine and dinkc, so I don't know all the scripts in the main game and commands in the language.

...But I guess I'll get better, hopefully.
January 14th 2010, 02:36 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
That should be easy to do.

For each level, you could make a savegame. Then you could have a level selection screen that loads the savegame number of each level (use game_exist() to see which ones are unlocked thus far.)

For checkpoints, you could have a few variables for x,y, and map. Just spawn Dink there in the dinfo.c script. I actually did something like this to keep the annoying die menu away.

void die ()
{
  if (sp_brain(1,-1) != 1)
  return;
//scream! 
//not loaded in your start.c btw
//load_sound("wscream.wav", 12);
playsound(12, 21050, 0, 0, 0);
script_attach(1000);
sp_brain(1,0);
wait(1500);
&player_map = &chk_map;
load_screen();
draw_screen();  
sp_x(1, &chk_x);
sp_y(1, &chk_y);

  int &explo = create_sprite(180,250,7,167,1);
  sp_seq(&explo,167);
playsound(24, 21050, 0, 0, 0);

&life = &lifemax;
sp_brain(1,1);
dink_can_walk_off_screen(0);
kill_this_task();
}
January 14th 2010, 03:22 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
I've done my own thing already.
When you move past a flag located at certain places in the game it saves at save slot 1. If you die you can choose to go to main menu, quit or continue, if you choose continue you will load game 1.
When starting the game you can also choose continue and the game will run save 1.

EDIT:
You said something earlier about placing the spikes on platforms. The spikes hardness have to have direct contact to (or be within) the hardness of the platform.
January 17th 2010, 03:14 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Forget that, they almost allways make dink fall through the platforms. In the upcoming version that's solved with a script called 'spike' (Hurry up and approve it!)