How do you disable Dink's diags?
Copy the folder for dinks walking (and the folders above it) into you dmods dir and replace the diagonal sprites with empty images.
Wouldn't that just make Dink's diagonal movements invisible?
Yes.
I'm sure it is possible though, just take a look at Frogger for example.
I'm sure it is possible though, just take a look at Frogger for example.
I though he only wanted Dink to "have no diag walking sprites" but I might have misunderstood it :/
No, so if we press up+right for example he will not go diagnally, only up or right
sp_dir( ... );
maybe? this is what they do in weapons scripts like the fireball (w00t that's my name!) to prevent dink from shooting diagonal, though it doesn't always work (fireballs shoot in the most awkward diagonal direction)
My DinkC is rusty, so I can't provide examples. But to implement such a script, well, that would be even more difficult. Maybe a script called button_xx? or key_xxx? That might work...
maybe? this is what they do in weapons scripts like the fireball (w00t that's my name!) to prevent dink from shooting diagonal, though it doesn't always work (fireballs shoot in the most awkward diagonal direction)
My DinkC is rusty, so I can't provide examples. But to implement such a script, well, that would be even more difficult. Maybe a script called button_xx? or key_xxx? That might work...
@Fireball5
Fireballs are supposed to be able to be shot diagonal, the direction changes are for the animation to only take sequences that only end in 2,4,6, and 8. That doesn't work for walking.
If you're suggesting to imitate the arrow controls using other keys, that won't work either (it's been tried by a few people including myself and redink). It won't move the way you want it and with the delay between pressing keys, they will stack and scripts will be executing long after you press the button. The closest thing you can do to this effect is what Erwin did in MM for the second player which continually walks in a direction you press (WASD) and requires pressing a button to stop.
@Christiaan
I'm pretty sure Frogger uses wait_for_button() which also won't work because it won't detect button holds.
In conclusion, I don't believe what you're asking is possible with Dink's limitations.
Fireballs are supposed to be able to be shot diagonal, the direction changes are for the animation to only take sequences that only end in 2,4,6, and 8. That doesn't work for walking.
If you're suggesting to imitate the arrow controls using other keys, that won't work either (it's been tried by a few people including myself and redink). It won't move the way you want it and with the delay between pressing keys, they will stack and scripts will be executing long after you press the button. The closest thing you can do to this effect is what Erwin did in MM for the second player which continually walks in a direction you press (WASD) and requires pressing a button to stop.
@Christiaan
I'm pretty sure Frogger uses wait_for_button() which also won't work because it won't detect button holds.
In conclusion, I don't believe what you're asking is possible with Dink's limitations.
>The closest thing you can do to this effect is what Erwin did in MM for the second player which continually walks in a direction you press (WASD) and requires pressing a button to stop.
I made scripts that can do button holds, but there is a delay of maybe 200ms before the release is recognised.
>In conclusion, I don't believe what you're asking is possible with Dink's limitations.
Pretty much. Besides controlling Dink's movement directly in DinkC, the only way I can think is to do 4 hard invisible sprites that shadow Dink and block the diagonal movement. But enemies would bump into the hard sprites. touch sensitive (ie touch_damage -1) sprites that put Dink back when he touches them might work but probably would be jittery and look weird.
I made scripts that can do button holds, but there is a delay of maybe 200ms before the release is recognised.
>In conclusion, I don't believe what you're asking is possible with Dink's limitations.
Pretty much. Besides controlling Dink's movement directly in DinkC, the only way I can think is to do 4 hard invisible sprites that shadow Dink and block the diagonal movement. But enemies would bump into the hard sprites. touch sensitive (ie touch_damage -1) sprites that put Dink back when he touches them might work but probably would be jittery and look weird.
You made a hold button script? In which d-mod if I may ask, I'd love to check that out.
Last time I checked, FallDink had some interesting custom movement...
FallDink had a script that added to Dink's y coordinate every x amount of milliseconds making a sort of gravity.
The fact is that in Falldink you can hold directions 7,8, or 9 to float downwards slower than intended. This is because doing so counters against the gravity script he has in place. Not as much as to go against it, but enough to slow down the fall. The same happens when you press directions 1,2,3. You will fall faster than intended as these directions will compliment the gravity.
There's no custom movement here. Only gravity. Also, the platform makes Dink stick to it by setting his y to the same as its own y.
The fact is that in Falldink you can hold directions 7,8, or 9 to float downwards slower than intended. This is because doing so counters against the gravity script he has in place. Not as much as to go against it, but enough to slow down the fall. The same happens when you press directions 1,2,3. You will fall faster than intended as these directions will compliment the gravity.
There's no custom movement here. Only gravity. Also, the platform makes Dink stick to it by setting his y to the same as its own y.