The secret behind dinkspace, 3d in 2d?!
void main(void)
{
wait(1000);
sp_size(&current_sprite, 30)
sp_> &current_sprite, 382)
sp_y(&current_sprite, 183)
wait(1000);
sp_size(&current_sprite, 33)
sp_> &current_sprite, 388)
sp_y(&current_sprite, 185)
wait(950);
sp_size(&current_sprite, 37)
sp_> &current_sprite, 401)
sp_y(&current_sprite, 188)
wait(850);
sp_size(&current_sprite, 49)
sp_> &current_sprite, 424)
sp_y(&current_sprite, 199)
wait(750);
sp_size(&current_sprite, 55)
sp_> &current_sprite, 438)
sp_y(&current_sprite, 204)
wait(700);
sp_size(&current_sprite, 65)
sp_> &current_sprite, 454)
sp_y(&current_sprite, 212)
wait(600);
sp_size(&current_sprite, 73)
sp_> &current_sprite, 487)
sp_y(&current_sprite, 224)
wait(500);
sp_size(&current_sprite, 80)
sp_> &current_sprite, 503)
sp_y(&current_sprite, 232)
wait(400);
sp_size(&current_sprite, 95)
sp_> &current_sprite, 545)
sp_y(&current_sprite, 248)
wait(400);
sp_size(&current_sprite, 113)
sp_> &current_sprite, 575)
sp_y(&current_sprite, 267)
wait(350);
sp_size(&current_sprite, 123)
sp_> &current_sprite, 643)
sp_y(&current_sprite, 299)
wait(250);
sp_size(&current_sprite, 127)
sp_> &current_sprite, 690)
sp_y(&current_sprite, 329)
wait(100);
sp_size(&current_sprite, 100);
sp_nodraw(&current_sprite, 1);
kill_this_task();
}
this is just 1 script for 1 sun*planet
{
wait(1000);
sp_size(&current_sprite, 30)
sp_> &current_sprite, 382)
sp_y(&current_sprite, 183)
wait(1000);
sp_size(&current_sprite, 33)
sp_> &current_sprite, 388)
sp_y(&current_sprite, 185)
wait(950);
sp_size(&current_sprite, 37)
sp_> &current_sprite, 401)
sp_y(&current_sprite, 188)
wait(850);
sp_size(&current_sprite, 49)
sp_> &current_sprite, 424)
sp_y(&current_sprite, 199)
wait(750);
sp_size(&current_sprite, 55)
sp_> &current_sprite, 438)
sp_y(&current_sprite, 204)
wait(700);
sp_size(&current_sprite, 65)
sp_> &current_sprite, 454)
sp_y(&current_sprite, 212)
wait(600);
sp_size(&current_sprite, 73)
sp_> &current_sprite, 487)
sp_y(&current_sprite, 224)
wait(500);
sp_size(&current_sprite, 80)
sp_> &current_sprite, 503)
sp_y(&current_sprite, 232)
wait(400);
sp_size(&current_sprite, 95)
sp_> &current_sprite, 545)
sp_y(&current_sprite, 248)
wait(400);
sp_size(&current_sprite, 113)
sp_> &current_sprite, 575)
sp_y(&current_sprite, 267)
wait(350);
sp_size(&current_sprite, 123)
sp_> &current_sprite, 643)
sp_y(&current_sprite, 299)
wait(250);
sp_size(&current_sprite, 127)
sp_> &current_sprite, 690)
sp_y(&current_sprite, 329)
wait(100);
sp_size(&current_sprite, 100);
sp_nodraw(&current_sprite, 1);
kill_this_task();
}
this is just 1 script for 1 sun*planet
: void main(void)
: {
: wait(1000);
: sp_size(&current_sprite, 30)
: sp_> &current_sprite, 382)
: sp_y(&current_sprite, 183)
: wait(1000);
: sp_size(&current_sprite, 33)
: sp_> &current_sprite, 388)
: sp_y(&current_sprite, 185)
: wait(950);
: sp_size(&current_sprite, 37)
: sp_> &current_sprite, 401)
: sp_y(&current_sprite, 188)
: wait(850);
: sp_size(&current_sprite, 49)
: sp_> &current_sprite, 424)
: sp_y(&current_sprite, 199)
: wait(750);
: sp_size(&current_sprite, 55)
: sp_> &current_sprite, 438)
: sp_y(&current_sprite, 204)
: wait(700);
: sp_size(&current_sprite, 65)
: sp_> &current_sprite, 454)
: sp_y(&current_sprite, 212)
: wait(600);
: sp_size(&current_sprite, 73)
: sp_> &current_sprite, 487)
: sp_y(&current_sprite, 224)
: wait(500);
: sp_size(&current_sprite, 80)
: sp_> &current_sprite, 503)
: sp_y(&current_sprite, 232)
: wait(400);
: sp_size(&current_sprite, 95)
: sp_> &current_sprite, 545)
: sp_y(&current_sprite, 248)
: wait(400);
: sp_size(&current_sprite, 113)
: sp_> &current_sprite, 575)
: sp_y(&current_sprite, 267)
: wait(350);
: sp_size(&current_sprite, 123)
: sp_> &current_sprite, 643)
: sp_y(&current_sprite, 299)
: wait(250);
: sp_size(&current_sprite, 127)
: sp_> &current_sprite, 690)
: sp_y(&current_sprite, 329)
: wait(100);
: sp_size(&current_sprite, 100);
: sp_nodraw(&current_sprite, 1);
: kill_this_task();
: }
: this is just 1 script for 1 sun*planet
thats 2d alright, we are not impressed..
: {
: wait(1000);
: sp_size(&current_sprite, 30)
: sp_> &current_sprite, 382)
: sp_y(&current_sprite, 183)
: wait(1000);
: sp_size(&current_sprite, 33)
: sp_> &current_sprite, 388)
: sp_y(&current_sprite, 185)
: wait(950);
: sp_size(&current_sprite, 37)
: sp_> &current_sprite, 401)
: sp_y(&current_sprite, 188)
: wait(850);
: sp_size(&current_sprite, 49)
: sp_> &current_sprite, 424)
: sp_y(&current_sprite, 199)
: wait(750);
: sp_size(&current_sprite, 55)
: sp_> &current_sprite, 438)
: sp_y(&current_sprite, 204)
: wait(700);
: sp_size(&current_sprite, 65)
: sp_> &current_sprite, 454)
: sp_y(&current_sprite, 212)
: wait(600);
: sp_size(&current_sprite, 73)
: sp_> &current_sprite, 487)
: sp_y(&current_sprite, 224)
: wait(500);
: sp_size(&current_sprite, 80)
: sp_> &current_sprite, 503)
: sp_y(&current_sprite, 232)
: wait(400);
: sp_size(&current_sprite, 95)
: sp_> &current_sprite, 545)
: sp_y(&current_sprite, 248)
: wait(400);
: sp_size(&current_sprite, 113)
: sp_> &current_sprite, 575)
: sp_y(&current_sprite, 267)
: wait(350);
: sp_size(&current_sprite, 123)
: sp_> &current_sprite, 643)
: sp_y(&current_sprite, 299)
: wait(250);
: sp_size(&current_sprite, 127)
: sp_> &current_sprite, 690)
: sp_y(&current_sprite, 329)
: wait(100);
: sp_size(&current_sprite, 100);
: sp_nodraw(&current_sprite, 1);
: kill_this_task();
: }
: this is just 1 script for 1 sun*planet
thats 2d alright, we are not impressed..
at least he is being innovative. Most DMODs are just retold stories with different characters (mine included)
: at least he is being innovative. Most DMODs are just retold stories with different characters (mine included)
well, he can be that for himself until he releases the dmod..
well, he can be that for himself until he releases the dmod..
Yep, that's what I thought, using size for Z. I was just thinking though, you shoudl set sp_que as well so 2 "3D" objects interate correctly.