We have a pretty decent amount of global variables we can use, but that's only because we abuse the living hell out of the editor sequence and frame to store extra things inside a sprite on a screen. Now add to that variables used by spells that might be flying around, custom UI variables, variables used by the equiped weapon script and the full amount of globals which are always in use and you can see how that limit is easily reached (which breaks something every time it's exceeded). This already limits me to how many enemies I can have on screen (a compromise I was willing to make). I have a rather complicated battle system in my d-mod in development that requires about 15-20 variables in play per enemy sprite to track a variety of things such as poisonous, life steal, critical hits, elemental weakness. I was talking about the max amount of variables being available at any given time (around 250?). However, I wasn't even talking about the global variable limit in my previous post (though that is a concern). This would also partially solve the following issue. Oh yeah, I wish we could do that the more I think of it But that would mean this sp_custom is saved in the save file, which it isn't at this point unfortunately. Now, if we could use sp_custom() with the Dink sprite itself, THAT would open up a lot of options for variable usage. But it can not be retrieved without being able to refer to the sprite holding the value (which usually requires a variable xD) and it can only be used on the same screen the sprite is on. Like how often has Dink talked to this sprite, how often has it been hit, what is its order in a puzzle. It's used to have more sprite properties, custom properties. Order one up, and enjoy the hearty dose of something simple, silly, and special." - Jordan Thomas, Avault.The sp_custom command isn't really used for more variable slots though. This game has an old school charm I find extremely difficult to resist.this is one game you shouldn't let slip by. "Dink Smallwood is a perfect example of the refined basics of classic RPG and adventure games. "The impressive Dink Smallwood.Dink is still a fun and addictive, humorous adventure game." - Michael Wolf, PC Gamer unless you haven't put two and two together, I'm not only saying you should grab this title, you should rush to as soon as possible" - T. the difference is that this game is beautiful, gory, and has a wonderful (and twisted) sense of humor. "The main hook in this game has to be the sense of humor that permeates it. Marc Saltzman, Game Design: Secrets of the Sages "Dink Smallwood has been written about in many game magazines, including PC Gamer and PC Games, and is considered to be one of the highest-quality shareware RPGs in cyberspace" Open sourced on github with a vibrant community on The Dink Network.Mobile versions are compatible with desktop saves, even for DMODs!.Supports both DirectInput and XInput controllers.Upgraded engine, Dink never looked or sounded better!. ![]() Built-in DMOD support, browse and play hundreds of adventures.New quality of life features like Super Fast Mode to skip dialog and save states. ![]() Play in your browser Download for Windows Download from the App Store (iOS) Download from Google Play (Android) Download for OSX<- Old and outdated Can a simple pig farmer thrust into an epic journey of magic and adventure save the world?ĭink Smallwood HD is the newly remixed version of the irreverent old-school RPG adventure cult classic brought to you by the original creators.Ĭheck our Dink Wiki for more info and older versions. ![]() It all began in a world where dragons roamed the land and knights fought with valor and honor.Īnd then there was Dink.
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