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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
They once paid me to code for a living. But I'd rather 'dink around' all day.

Private Message

2018-04-04 10:02:56
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
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!


SlipDink has released 9 files

TitleCategoryAvgUpdated
Dink's First AdventureD-Mod, Quest, EpicN/AMay 21st, 2025
A Little AdventureD-Mod, RompN/AAugust 2nd, 2023
Periculo IslandD-Mod, QuestExceptional 9.1May 20th, 2023
Checkbit Development, SourceN/AJune 21st, 2022
All that Glitters!D-Mod, QuestGood 7.2February 26th, 2021
Before...D-Mod, QuestGood 8.5April 13th, 2020
Crowns of StoneD-Mod, QuestExceptional 9.1March 8th, 2020
THE LAST QUEST (part 2): The Iron Ring of DestinyD-Mod, QuestGood 8.7December 7th, 2019
The Last Quest Part 1: The OraculumD-Mod, RompGood 8.2December 4th, 2019

SlipDink has written 6 reviews

TitleFileTypeScoreDate
Surprisingly good artwork Dink Wallpaper/Fan ArtworkNormalGood 8.8September 26th, 2023
The best that can fairly be said about this dmod. An Ancient Voice: A Tale of Four SorrowsNormalTolerable 3.2September 19th, 2020
The Golden Duck is a bar I'd like to visit more often! Golden DuckNormalGood 8.7December 5th, 2018
Great game in the spirit of Bloop! Bloop's PurpoiseNormalExceptional 9.9June 19th, 2017
The 2nd best entry in the June 2017 Bloop the Fish contest! Another Fish Named BloopNormalExceptional 9.7June 19th, 2017
An entertaining, though somewhat flawed effort The Black SkullFeaturedGood 7.9November 14th, 2016

SlipDink has taken 11 screenshots

ScreenshotFileDate
Preview Before...April 29th, 2019
Preview Before...April 29th, 2019
Preview Before...April 29th, 2019
Preview Cloud CastleOctober 24th, 2016
Preview Cloud CastleOctober 24th, 2016
Preview Cloud CastleOctober 24th, 2016
Preview Cloud CastleOctober 24th, 2016
Preview The Last Quest Part 1: The OraculumOctober 2nd, 2016
Preview The Last Quest Part 1: The OraculumSeptember 30th, 2016
Preview The Last Quest Part 1: The OraculumSeptember 30th, 2016
Preview The Last Quest Part 1: The OraculumSeptember 30th, 2016