The Dink Network

New Dev File: IPD's Armour Demonstration

July 4th 2010, 10:37 AM
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If you've always thought it a bit odd that you can only equip your sword or the herb boots or a piece of armour, Iplaydink has fixed that!

He's made a demo version of the Armour Demonstration dev file where you have a seperate inventory and usable slots for armour items.

July 4th 2010, 01:51 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Go ahead and try it, everyone. I need feedback to improve it
July 4th 2010, 02:13 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
You know, not getting feedback inside 3 hours is not that much of a thing. Now, if it was a week or so, then I would start asking people what they think of it. Comments like that make people just think you're arrogant for telling people to check it out right away.
July 4th 2010, 02:31 PM
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Erwin
Peasant He/Him Netherlands
Friendship is magic 
Looks awesome! Aside from armour occasionally not showing up when it should (I'll try to see if I can find out more about this since I'm not sure yet when this happens or why.) I can't any problems. The only improvement I can think of now is adding more slots (gloves for example) and being able to unequip items.

Keep up the good work
July 4th 2010, 06:08 PM
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Kyle
Peasant He/Him Belgium
 
I think he was just pointing out that he'd love some feedback and that he's dedicated to making it better, not that he's getting impatient Skull

I'm going to try this tomorrow.
July 5th 2010, 04:49 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
True, but if I hadn't said it, someone else would have anyway.
July 5th 2010, 11:50 AM
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EvilEarl
Peasant He/Him United States
In memory of Skull. 
Wait, so with this system, I could wield the clawsword, lightsword and flame bow at the same time? Awesome.
July 5th 2010, 02:42 PM
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Kyle
Peasant He/Him Belgium
 
I tried it and generally liked it, the menu system was clean and functional But there should be an option to unequip something so it's easier to compare stat ups from items to your base stats.
July 5th 2010, 02:51 PM
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Iplaydink
Peasant He/Him Sweden
Hmm.. 
Unequip wouldn't be hard to do, If you guys want it I'll make it for the full version.
July 5th 2010, 02:58 PM
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ExDeathEvn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
I think it's a given that we wantz it.
July 5th 2010, 03:06 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Unequipping: I would just delete the item and add it to the inventory again.
July 5th 2010, 03:49 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Have you tried it skull? It's not the normal inventory.
I would have to check in which category the selection is and then check all variables for the items for someone with the value 2 (equipped), change it to 1, delete the image and the text and remove the bonus given... For every item.

It would take some time to script, if you guys think it's good enough I would prefer to just have a key for "unequip all items". It would be easier to script and read. And there would be less likely to be unwanted bugs, I think.
July 5th 2010, 04:34 PM
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Someone
Peasant He/Him Australia
 
Wow, awesome file iplaydink The inventory looks beautiful and I think it would be a great addition to all future DMODs to add some much needed complexity to Dink's simplistic gameplay.

Unfortunately it seems a bit buggy, and I'm not sure what the problem is. I noticed that sometimes equiping items for one slot made it appear that I had unequiped items for another slot? Sometimes I have to equip items twice for it to appear on the character. Finally, the stat increase sound effect would play for the helmets and heavy boots but not the armor and pants, maybe because the latter also affect life, which is a minor inconsistency which bugged me a little.

Also I noticed you used 21 global variables, and the key-69.c script involves 16 local variables. Since key-69.c can be run at anytime, there must always be 16 spare active variable slots for it, which means 16 potential global variables cannot be used. So effectively the script uses 37 global varibles. You can reduce this number dramatically but at the cost of readability of the code, so I'm not sure if you should do this (at least not until the bugs have been fixed anyway), but you should at least report this in the readme as it is important information for developers who may add this to their DMOD.
July 5th 2010, 05:17 PM
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Iplaydink
Peasant He/Him Sweden
Hmm.. 
Yeah, somtimes the text of an item or an image dissapeares (can' figure out why); but I'm sure it's still equipped. If you exit inventory and open it again it should be shown again.

I'll keep looking for the problem, but I wouldn't mind some help with that.
July 6th 2010, 05:32 PM
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Someone
Peasant He/Him Australia
 
Alright, I seemed to have found it. If you go from a slot which has a particular option to another slot which doesn't have that option, then the text variable doesn't get updated and it still has the sprite number from the old text (even though it has been killed) and the script kills off a new sprite when it tries to kill the old text. So resetting the &text1/2/3 to zero when you kill that sprite seemed to have worked:

if(&text1 != 0)
{
sp_kill(&text1, 1);
&text1 = 0;
}
if(&text2 != 0)
{
sp_kill(&text2, 1);
&text2 = 0;
}
if(&text3 != 0)
{
sp_kill(&text3, 1);
&text3 = 0;
}

I made some other modifications but I think this is what fixed it (and the other modifications made no difference)
July 7th 2010, 06:06 AM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
EDIT:

Someone, thank you so much! It's working perfectly! You have no idea for how long I've been trying to figure that out.
Thank you again, you're my hero
July 8th 2010, 04:38 AM
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Kyle
Peasant He/Him Belgium
 
Believe it or not, this has solved one of my all time most annoying bugs ever! I had an updating status text field that worked similarly and it also killed the wrong text sprite. Weird how it functions, but thanks for accidently helping me too!
July 8th 2010, 09:38 AM
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Someone
Peasant He/Him Australia
 
I'm glad to be of service ^_^
July 9th 2010, 05:30 AM
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Iplaydink
Peasant He/Him Sweden
Hmm.. 
So, with that bug fixed, are there anything else you would like to have (except the unequip which I'll try to add, I'll also look through the script and see if I can reduce the number of locals)?
Oh and it's to much work to add another inventory slot,I'm to lazy for that
July 9th 2010, 07:00 AM
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Kyle
Peasant He/Him Belgium
 
Well can you easily add procs to it? Like for example having boots that can trigger a speed boost when you're hit. Or gloves that can proc to shoot a fireball? I guess that's too specific though and out of scope for this demonstration