Graphics doesn't show up, solved
I've made some new graphics and imported them in the ini. They appear in windinkedit + but doesn't in-game.
...And yes they are 24bit.
Any ideas?
...And yes they are 24bit.
Any ideas?
I always find fighting with graphics difficult. Sometimes they just won't show up given any reasonable reason.
First I would open up an original Dink bmp and paste your graphic into it. Save it, try to import it that way. Yes it will look 8 bit pallette crappy but it's just for testing purposes. If it works in that case, it's your graphic's format for some reason.
If it still ends up not working, it might be your map not saving correctly. Try placing some other stuff in there, see if it saves. If it does, make a new d-mod from a template real quick and only import that graphic, nothing else, see if it works.
If that still doesn't work, doublecheck for scripts that might kill it, sequence/frames that are reset somehow, ...
If you're replacing Dink's graphic, make sure item scripts or the idle animation don't screw it up.
Not sure what else it could be, but it's probably something we can figure out with more testing and information.
If it still ends up not working, it might be your map not saving correctly. Try placing some other stuff in there, see if it saves. If it does, make a new d-mod from a template real quick and only import that graphic, nothing else, see if it works.
If that still doesn't work, doublecheck for scripts that might kill it, sequence/frames that are reset somehow, ...
If you're replacing Dink's graphic, make sure item scripts or the idle animation don't screw it up.
Not sure what else it could be, but it's probably something we can figure out with more testing and information.
Hmmm... I have more trouble... The new idle animations doesn't play when dink stands still... It does show up if you paste them as a sprite on the screeen though...
Dink just stops in the current base walk frame when you stop moving him.
I use this to define idle seqs:
sp_base_idle(1, 910);
And this is the ini lines (they are temporary, from dinks original):
load_sequence_now graphics\alex\normal\idle\wlkidl_2- 912 250 33 70 -12 -9 12 9
load_sequence_now graphics\alex\normal\idle\wlkidl_4- 914 250 30 71 -11 -9 11 9
load_sequence_now graphics\alex\normal\idle\wlkidl_6- 916 250 36 70 -11 -9 11 9
load_sequence_now graphics\alex\normal\idle\wlkidl_8- 918 250 32 68 -12 -9 12 9
HELP me pl0x!!
Dink just stops in the current base walk frame when you stop moving him.
I use this to define idle seqs:
sp_base_idle(1, 910);
And this is the ini lines (they are temporary, from dinks original):
load_sequence_now graphics\alex\normal\idle\wlkidl_2- 912 250 33 70 -12 -9 12 9
load_sequence_now graphics\alex\normal\idle\wlkidl_4- 914 250 30 71 -11 -9 11 9
load_sequence_now graphics\alex\normal\idle\wlkidl_6- 916 250 36 70 -11 -9 11 9
load_sequence_now graphics\alex\normal\idle\wlkidl_8- 918 250 32 68 -12 -9 12 9
HELP me pl0x!!
The DinkC manual says: "If no idle base_sequence is set, the sprite will play out its last sequence and stay at the last frame until it performs another action". So I'm thinking that's what's happening. Not sure why, you'd have to check your script I think.
Indeed. Personally I find this much more pleasant to look at than the sprite constantly walking in place. I wonder why authors keep doing that with alternative heroes.
Anyway, aside from the stuff Kyle already mentioned, perhaps the graphic name is too long? You could try shortening "wlkidl_2-" to something with 6 or less letters, Dink might be picky about that with the base stuff or something.

Anyway, aside from the stuff Kyle already mentioned, perhaps the graphic name is too long? You could try shortening "wlkidl_2-" to something with 6 or less letters, Dink might be picky about that with the base stuff or something.
Well Dink stands still and just moves a little, it's not a walking animation like in Tactical RPGs which has always annoyed me
