The Dink Network

Frame delay on Dink's walkcycle will not change,

October 20th 2013, 12:17 PM
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woodkid
Ghost They/Them
 
I've changed the frame delay on Dink's walkcycle from 43 to 100, but unfortunately, his walkcycle still has the same framerate. I'm not looking to make it slower, I just want there to be more time between frames of him walking.

Any help?
October 20th 2013, 01:15 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Hmm.. if you shared your code it would be easier for us to help!

Did you use:
sp_frame_delay(1,100);

?

Oh and you want to change the speed temporary, right? Ptherwise it'd be a better idea to change the animation speed in the ini.
October 20th 2013, 01:30 PM
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woodkid
Ghost They/Them
 
This is my walking portion of the ini.

oad_sequence_now graphics\dink\walk\ds-w1- 71 100 38 72 -14 -9 14 9
load_sequence_now graphics\dink\walk\ds-w2- 72 100 37 69 -13 -9 13 9
load_sequence_now graphics\dink\walk\ds-w3- 73 100 38 72 -14 -9 14 9
load_sequence_now graphics\dink\walk\ds-w4- 74 100 38 72 -12 -9 12 9
load_sequence graphics\bonuses\bottles\botl-b 75 75 13 43 -12 -9 9 7
set_frame_frame 100 2 56 2
set_frame_frame 100 3 57 3
set_frame_frame 100 5 56 5
set_frame_frame 100 6 57 6
set_frame_frame 100 8 56 8
set_frame_frame 100 9 57 9
set_frame_frame 100 11 56 11
set_frame_frame 100 12 57 12
set_frame_frame 100 14 57 14
load_sequence_now graphics\dink\walk\ds-w6- 76 100 38 72 -13 -9 13 9
load_sequence_now graphics\dink\walk\ds-w7- 77 100 38 72 -12 -10 12 10
load_sequence_now graphics\dink\walk\ds-w8- 78 100 37 69 -13 -9 13 9
load_sequence_now graphics\dink\walk\ds-w9- 79 100 38 72 -14 -9 14 9


Where should I put the "sp_frame_delay(1,100);"?

Thanks,
October 20th 2013, 01:56 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Nevermind, I thought you were trying to do something else!

Weird, I tried using you ini-lines and it worked for me... Try cranking the delay up to like 300 and see if you notice a difference..

If that doesn't work, try searching the file for ds-w and make sure you don't load those things twice (the second time restoring the delay)
October 20th 2013, 05:26 PM
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zubaz woodki
Ghost They/Them
 
I made it 300, still no change.

I've also checked the ds-w and that's it.

/shrug
October 21st 2013, 01:48 AM
spike.gif
Just make his legs move slower? That's easy! If you actually wanted to make Dink walk slower or faster, it would be a little bit more complicated; unlike other sprites, sp_speed doesn't work on him (nor sp_frame_delay, if memory serves), so you instead have to use the specific set_dink_speed command, which only works with numbers from 4 to 1, with 4 being the slowest and 1 the fastest.

Anyway,

load_sequence_now graphics\dink\walk\ds-w1- 71 100 38 72 -14 -9 14 9
load_sequence_now graphics\dink\walk\ds-w2- 72 100 37 69 -13 -9 13 9
load_sequence_now graphics\dink\walk\ds-w3- 73 100 38 72 -14 -9 14 9
load_sequence_now graphics\dink\walk\ds-w4- 74 100 38 72 -12 -9 12 9
load_sequence graphics\bonuses\bottles\botl-b 75 75 13 43 -12 -9 9 7

the part in bold is the line that determines how fast each frame of the animation plays. You can also change the speed for only a few frames in a sequence, like in Dink's punch animation:

set_frame_delay 102 2 100
set_frame_delay 104 2 100
set_frame_delay 106 2 100
set_frame_delay 108 2 100

EDIT: I see you already did that! I should try that reading posts thing sometime. It's a script problem with Dink, since some scripts overwrite the default delay in his walk sequence. See item-fst.c, for example:

init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");

init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");

init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");

init("load_sequence_now graphics\dink\hit\normal\ds-h2- 102 75 60 72 -19 -9 19 9");
init("load_sequence_now graphics\dink\hit\normal\ds-h4- 104 75 61 73 -19 -10 19 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h6- 106 75 58 71 -18 -10 18 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h8- 108 75 61 71 -19 -10 19 10");
There are also a few others, mostly load game related scripts. start-2.c and escape.c, at least.
October 21st 2013, 09:20 PM
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woodkid iron
Ghost They/Them
 
Item-fst.c

I never would have thought lmao, it makes sense!
October 21st 2013, 09:47 PM
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woodkidkdask
Ghost They/Them
 
Totally works, thanks!
October 21st 2013, 10:18 PM
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I guess you like the Golden Age.
October 22nd 2013, 05:26 PM
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iron shards
Ghost They/Them
 
Nah, it's more of a "This dink-replacing sprite's walk animation looks too fast and rediculous so i'll slow it down to reduce the amount of stupidity"