The Dink Network

Skeleton S

Description
Also known as Skeleton S v2.

--what you should know if you previously used 'skeleton b.'

* the sounds are loaded in main.c!
* the hard.dat is changed!
* the dink.ini is changed!
Released:February 26th, 2005
File Size:87.44 KB
Downloads:35
Release Notes:v2.1
February 18th, 2013
v2.1
Score : 7.0 good
goblins.gif
On one hand, this is probably the best pre-made skeleton you can choose from. On the other, there are several problems with this skeleton which the rookie might not know how to deal with, and likely may not even notice are wrong.

First, the good things:

1. The "DINK.INI" file has be reorganized, and is much more readable now.

2. Cleaner overall than the older skeletons available on this site, and in some cases more than the original Dink.

3. Contains a reworked hard.dat by redink1 that has lots and lots of free space in it compared to others, so you can make tons of your own hardness tiles. It is also made so that you can't fit through hardness gaps.

But there is a lot of bad, too:

1. Dink's speed isn't set properly in any starting event. What this means is that if you equip herb boots or similar speed changing items, and then load a game or start a new game, you will be able to rig Dink's other weapons to have herb speed. This can be fixed by the DMOD author somewhat easily, but only if they know it's there...

2. Sound file #12 (WSCREAM.wav) is not loaded, meaning if you try to play it without adding it in MAIN.c, you will crash the game.

3. Dink's death graphic is missing! If you die, you will likely just vanish.

4. Dink's feeding the pigs (and the falling feed) animations are missing.

5. Blue tinted guard's death animation is loaded improperly (and thus, doesn't exist). Normally, the gray guard's death is loaded to be used as the blue's death animation because a blue guard death graphic doesn't exist. But the Skeleton S DINK.INI tries to load the blue guard's nonexistent death graphic anyways, leading to an empty frame.

6. Many graphics that are loaded in the DINK.INI don't actually exist at all, leading to empty blue frames. I don't understand, where were these graphics supposed to have come from?

Synopsis:

Chances are, there are other problems and missing sprites that I haven't noticed. My recommendation, if you know what you are doing, is to use the original Dink files and make a skeleton of your own rather than use this skeleton. If you absolutely must use this skeleton, I recommend using the original DINK.INI file from the main game. It is a shame, too, because the new DINK.INI had a much better organization than the original. I must warn you though, switching .INI files will screw up your title screen, as the new .INI moves the title graphics. You'll have to do some tweaking to make the title screen look right again.

Skeleton S ultimately has too many problems that could be very hard to deal with, especially for newer users. It is still the definitive pre-made skeleton as of this day, so if you can't make your own skeleton I recommend it. However, you should use the old DINK.INI so you don't lose any important graphics.

If the problems were dealt with, I would give this file a much higher score, but with the current problems, I can't feel comfortable giving it higher than a 7.0.
TopicPostsPosterLast Post
Missing Graphics28AbsolutionFebruary 15th 2015, 11:39 AM
skeleton whatever update12joshriotMarch 11th 2005, 04:24 PM