The Dink Network accepted my submission for this Dmod

Cast Awakening Part 1: Initiation

October 31st 2022, 04:48 AM

It may be unlikely people care about this, but I've been running this game a lot and it's been fun. This game makes for excellent routing puzzles. It's kinda depressing if nobody cares, so I hope you consider it. It won't be too hard to beat my records. I didn't go too hardcore on these, just did them for fun.

Any% already has some obvious routing improvements, such as going to Ending 1 instead of Ending 3, or using more bombs, or the fact bombs don't hurt Dink like why did I never know that?!?!

100% is seriously just my casual re-playthrough of the game for like the 4th time, with minimal planning.

But "All Weapons", now that's a category I'm going to try to defend a little bit. I'm going for sub-1-hour, hopefully. Again, I could do a dozen runs to get 1st in something nobody cares about, but it's undeniably been fun to sspeedrun this Dmod.

...Wow, is this only my 2nd post on these forums? And I made my forum account 14 years ago too!
November 2nd 2022, 02:57 PM
Peasant He/Him Romania
C# nerd 
Huh, very nice! Didn't know they accept random "mods" for games too.

Btw, Seth, if you're reading this, here's an idea for a DinkHD improvement - adding an option to display a game timer for speedrunning purposes. The Dink saves keep track of total play time right? So I imagine it wouldn't be too difficult to display that live (as an option, might be annoying for most people hah).
November 2nd 2022, 07:18 PM
Peasant He/Him New Zealand rumble
"Skinny Legend" 
Speed runners generally use an external timing tool for that anyway, for splitting. Not sure a timer is necessary outside of the save machine playtime records.
With some clever coding it could probably just be displayed using a custom script anyway. We do already have This timer after all. Reversing it shouldn't be impossible - Saving the timer between games might be another story though.
November 3rd 2022, 04:50 AM
Jester He/Him Australia
You feed the madness, and it feeds on you. 
Definitely easier to write a script for this. Rather than use that countdown timer that ExDeathevn linked, which has it's useful purposes outside of this, a more accurate way to do this would be to get the uptime of the game using sp_attack_wait(1, -1); on game start or game load, store it in a variable, and have the script survive permanently, than constantly check how much time has elapsed by checking sp_attack_wait(1, -1) again and comparing it to the original value. You could by all means create a timer this way that counts up and shows hours, minutes, seconds and milliseconds as well. On game save the current timer could be stored in a global, so it can be resumed on save.