Can the number of sprites created crash Dink?
In my DMOD there's a part where two enemy types keep spawning endlessly until the player kills a certain amount of one type of the enemies. Now, I'm getting a few issues where it randomly crashes during this... There could be several reasons for this, but the only one I'm not too sure about is whether it's the amount of sprites. Because each time the enemies die there's one more dead body graphic on the floor, and a new enemy spawns each time one is killed. So if you think about it, there could be unlimited amounts of sprites at once (well, not quite, after two minutes Dink blows up if he hasn't done it
). If this is indeed the case, I'll replace it with something else... Unless of course it isn't this, or if there is some work-around for it.
Oh, and I'm sorry if I'm not making much sense, I'm really tired again
(I'm not very good at making all this new stuff for my DMOD, it's all just too complicated. Still, I think I've got a couple of nice things working now)

Oh, and I'm sorry if I'm not making much sense, I'm really tired again

(I'm not very good at making all this new stuff for my DMOD, it's all just too complicated. Still, I think I've got a couple of nice things working now)
Yes, there is a crash point after going past a certain number of sprites if I remember correctly. It is of course 99 for those placed on a screen and I *think* it's around 300ish total including created ones.
Oh, ok... Kinda disappointing
. Anyway of counting the number of sprites on a screen or anything? Otherwise I'll just have to quickly come up with something else to replace it.
EDIT: Wait, never-mind, I've found a way to fit it into context. At the beginning the note which tells you what to do says that only 150 monsters were captured, so if you're reckless you'll run out of enemies and explode. Yay for in-game excuses!
EDIT: Actually, that's not gonna work either... I guess I'll just replace it with a big mash-up fight or something *Sigh*

EDIT: Wait, never-mind, I've found a way to fit it into context. At the beginning the note which tells you what to do says that only 150 monsters were captured, so if you're reckless you'll run out of enemies and explode. Yay for in-game excuses!

EDIT: Actually, that's not gonna work either... I guess I'll just replace it with a big mash-up fight or something *Sigh*
Yep cant place more than 99 (I join some together hereby making one sprite from 4or however many i wanna) heh heh female logic
anyhoo...
I am no scripter Jugs, but is there not a way you can redraw the screen so it clears the bodies (after a certain amount of time - so they dont pile up) - or allow x amount to leave bodies and then the following ones dont? Or intermittent bodies stay? Or none leave bodies (BOOMFahHHHhh - make them blow up instead Muhahah!) or script it to leak blood instead of bodies... (like the fountain graphic keeps replaying/looped) do that with a couple of blood spurty sprites on the floor and no carcases maybe, theres so many options ya just gotta script outside the square ...
umm... I cant remember the name (I can see the dmod in my head tho lol) but there is a dmod out there where it keeps on bringing out more monsters to kill - maybe seek and yee shall find it? Maybe there is something in the script that could help?

I am no scripter Jugs, but is there not a way you can redraw the screen so it clears the bodies (after a certain amount of time - so they dont pile up) - or allow x amount to leave bodies and then the following ones dont? Or intermittent bodies stay? Or none leave bodies (BOOMFahHHHhh - make them blow up instead Muhahah!) or script it to leak blood instead of bodies... (like the fountain graphic keeps replaying/looped) do that with a couple of blood spurty sprites on the floor and no carcases maybe, theres so many options ya just gotta script outside the square ...
umm... I cant remember the name (I can see the dmod in my head tho lol) but there is a dmod out there where it keeps on bringing out more monsters to kill - maybe seek and yee shall find it? Maybe there is something in the script that could help?
I don't think that dead monsters and blood and such (background sprites) count towards the sprite limit. Otherwise, wouldn't the sprite limit be a problem all the time? With blood, corpses, hellfire rings, decorations and whatnot, 300 sounds like a pretty small number.
Many dmods have had way much going on the screen at once and the only problem I noticed was the game starting to lag.
Perhaps you should post the script??
Many dmods have had way much going on the screen at once and the only problem I noticed was the game starting to lag.

Perhaps you should post the script??
Hey, I think scratcher's right, actually... I just placed 50 re-spawning enemies with 1 hitpoint on a blank screen and just went on a frenzy killing them for about 2 minutes. Looked like there were a hell of a lot more than just 300... But then in that case, it must be one of my scripts that are crashing it... D'oh!
I may indeed post the script if I can't get it working, but at least now I now for sure it's a script so I can focus more on finding what needs to be fixed. Happy dance!


Corpses do not count because they are written to the background, not as sprites. This is also the reason they are displayed below everything in the world, like when you would set a sprite to the background in the editor.
It looks weird if there aren't any corpses though
I've got it working now anyway, it was an error I got months ago... I had a loop going on in several different main procedures and I'd forgotten that talking and hitting etc. could break it. Fixed it by giving the loops their own scripts attached to the screen
(Well, it wasn't JUST that, there were a few other little things as well, but that was the main bug)

I've got it working now anyway, it was an error I got months ago... I had a loop going on in several different main procedures and I'd forgotten that talking and hitting etc. could break it. Fixed it by giving the loops their own scripts attached to the screen
(Well, it wasn't JUST that, there were a few other little things as well, but that was the main bug)