SlipDink's Profile
They once paid me to code for a living. But I'd rather 'dink around' all day.
There are several ways to make more global variables available (or at least to sort of fake that). I'm pretty certain that these approaches work in all 1.08 or later versions of Dink.
My favorite technique is to use editor_seq() and/or editor_frame() which let you save values associated with a particular editor placed sprite (on any specific screen) in save files. The v3.1 version of the DINKC Reference has this section explaining it:
#editor_seq()
#editor_frame()
# Category: Editor Data
# Prototype:
# int editor_seq( int DinkEdit#, int value <-1 to not change> );
# int editor_frame( int DinkEdit#, int value <-1 to not change> );
[The <DinkEdit#> argument is the sprite's number as assigned by DinkEdit:
use sp_editor_num() to retrieve it. The <value> argument is included in
save files. When editor_type() (below) is 0, the <value> stored by
editor_seq()/editor_frame() has no particular meaning to the dink engine
and, within limits, may be used to store values unrelated to the commands'
intended purpose. The value is 0 by default and may be retrieved by
passing -1 as the <value> argument.]
See editor_type() (below) and "Part 3: A Changing World" for a complete
description of this facility; see also sp_editor_num().
Another technique is to use sp_custom() to attach some new value to any active sprite on any screen. The good news about this one is that "Each sprite can store unlimited keys." as the documentation spells out in "The DinkC Reference v4.0" windows help file (which I believe is bundled with the dink windows download found here). This windows help file describes the use of the sp_custom() function. As it is the 4.0 version of the earlier text based DinkC reference, it also mentions the editor_seq() and/or editor_frame() methods.
Good Luck!
My favorite technique is to use editor_seq() and/or editor_frame() which let you save values associated with a particular editor placed sprite (on any specific screen) in save files. The v3.1 version of the DINKC Reference has this section explaining it:
#editor_seq()
#editor_frame()
# Category: Editor Data
# Prototype:
# int editor_seq( int DinkEdit#, int value <-1 to not change> );
# int editor_frame( int DinkEdit#, int value <-1 to not change> );
[The <DinkEdit#> argument is the sprite's number as assigned by DinkEdit:
use sp_editor_num() to retrieve it. The <value> argument is included in
save files. When editor_type() (below) is 0, the <value> stored by
editor_seq()/editor_frame() has no particular meaning to the dink engine
and, within limits, may be used to store values unrelated to the commands'
intended purpose. The value is 0 by default and may be retrieved by
passing -1 as the <value> argument.]
See editor_type() (below) and "Part 3: A Changing World" for a complete
description of this facility; see also sp_editor_num().
Another technique is to use sp_custom() to attach some new value to any active sprite on any screen. The good news about this one is that "Each sprite can store unlimited keys." as the documentation spells out in "The DinkC Reference v4.0" windows help file (which I believe is bundled with the dink windows download found here). This windows help file describes the use of the sp_custom() function. As it is the 4.0 version of the earlier text based DinkC reference, it also mentions the editor_seq() and/or editor_frame() methods.
Good Luck!
SlipDink has released 9 files
| Title | Category | Avg | Updated |
|---|---|---|---|
| Dink's First Adventure | D-Mod, Quest, Epic | N/A | May 21st, 2025 |
| A Little Adventure | D-Mod, Romp | N/A | August 2nd, 2023 |
| Periculo Island | D-Mod, Quest | 9.1 | May 20th, 2023 |
| Checkbit | Development, Source | N/A | June 21st, 2022 |
| All that Glitters! | D-Mod, Quest | 7.2 | February 26th, 2021 |
| Before... | D-Mod, Quest | 8.5 | April 13th, 2020 |
| Crowns of Stone | D-Mod, Quest | 9.1 | March 8th, 2020 |
| THE LAST QUEST (part 2): The Iron Ring of Destiny | D-Mod, Quest | 8.7 | December 7th, 2019 |
| The Last Quest Part 1: The Oraculum | D-Mod, Romp | 8.2 | December 4th, 2019 |
SlipDink has written 6 reviews
| Title | File | Type | Score | Date |
|---|---|---|---|---|
| Surprisingly good artwork | Dink Wallpaper/Fan Artwork | Normal | 8.8 | September 26th, 2023 |
| The best that can fairly be said about this dmod. | An Ancient Voice: A Tale of Four Sorrows | Normal | 3.2 | September 19th, 2020 |
| The Golden Duck is a bar I'd like to visit more often! | Golden Duck | Normal | 8.7 | December 5th, 2018 |
| Great game in the spirit of Bloop! | Bloop's Purpoise | Normal | 9.9 | June 19th, 2017 |
| The 2nd best entry in the June 2017 Bloop the Fish contest! | Another Fish Named Bloop | Normal | 9.7 | June 19th, 2017 |
| An entertaining, though somewhat flawed effort | The Black Skull | Featured | 7.9 | November 14th, 2016 |
SlipDink has taken 11 screenshots
| Screenshot | File | Date |
|---|---|---|
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Before... | April 29th, 2019 |
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Before... | April 29th, 2019 |
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Before... | April 29th, 2019 |
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Cloud Castle | October 24th, 2016 |
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Cloud Castle | October 24th, 2016 |
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Cloud Castle | October 24th, 2016 |
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Cloud Castle | October 24th, 2016 |
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The Last Quest Part 1: The Oraculum | October 2nd, 2016 |
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The Last Quest Part 1: The Oraculum | September 30th, 2016 |
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The Last Quest Part 1: The Oraculum | September 30th, 2016 |
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The Last Quest Part 1: The Oraculum | September 30th, 2016 |



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