The Dink Network

Uhhh Help!!

July 8th 2003, 02:00 PM
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How can i make sprites walk using there feet?
they just float about and i really need to know!
July 8th 2003, 02:07 PM
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Kory
Peasant He/Him Croatia
 
Base_walk perhaps?
July 8th 2003, 02:12 PM
stonegiant.gif
ive tried that but it just makes them flicker and turn into something else then do the same again i cant figure it out
July 8th 2003, 02:21 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
heh
just give the sprite a brain 9 or 10
and don't mess with the base walk. the base walk should be right.
July 8th 2003, 02:35 PM
stonegiant.gif
i do tho ?
July 8th 2003, 02:37 PM
peasantmb.gif
Ermh.., for example:
if you create a new sprite (let's say a farmer)and it has no base_walk the it won't move a foot.
Its base_walk depends in wich sequence is the man walking first.
If you create the farmer with a base_walk of 130, it will walk like a pillbug, but if you make him with a base_walk of 410, it will walk like the farmer-guy.
Hope this helps
July 8th 2003, 02:39 PM
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Binirit
Peasant She/Her
 
Take the sprite number and use the nearest (lower) number that ends on 0. So if you've got sprite number 359, use 350. If you've got 234, use 230, and so on.
July 8th 2003, 02:46 PM
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This is perhaps one of the most confusing parts when developing a d-mod.
Note: The farmer's 1st sequence is 411, but its base_walk is 410, weird.
July 9th 2003, 02:36 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
It's not that strange when you think about it. The base_walk includes all the sequences of that sprites movement, and each seq (201, 343) relates to the direction they are facing...or something like that. 1 = looking down and left, 7 = up and left etc.
July 9th 2003, 04:17 AM
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Kyle
Peasant He/Him Belgium
 
That's right, and furthermore, all sequences for all directions must be filled. You can't only have a 403 and 407 sequence filled for only those directions, you'll have to fill 401 and 409 as well. Else, you'll get the blinking effect you're talking about too.