The Dink Network

reDink v0.03 - Suggestions

February 8th 2004, 03:00 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Right now I'm working on reDink v0.03, and have completed the following improvements:

* Fixed a bug with changing palettes (before they had to be 640x480 for them to display correctly).
* Experimental support for 10 times as many SET_SPRITE_INFO lines.
* load_map(string map.dat, string dink.dat); //Loads the map/dink.dat you specify.

I'm also going to try to add a DinkC command to clear all of editor_seq/frame/type data, and see if I can get Quick-Save and Quick-Load support to work (where hitting F9 would save the game in its exact state, and F5 would load it from there).

If anyone has any other suggestions, please let me know.
February 8th 2004, 03:39 PM
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hedberg
Peasant He/Him
 
Maby this is a dumb question, by what exactly is reDink, i hear about it a lot and ppl seem to love it, so i was just wondering what it does, or the point of it is.
February 8th 2004, 03:50 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Its one of the source projects, click here for some more information.
February 8th 2004, 04:30 PM
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SimonK
Peasant He/Him Australia
 
Suggestions:

Customisable blood spurts as a DinkC command

As in change the colour of blood for different monsters, or furniture (which would splinter)
bricks can shatter...

Having a new addition to the enemy_sprite and current_sprite globals such as friend_sprite in which if Dink attacks this sprite no damage is done (ie the attack is ignored)

If the number of globals can't be increased how about a function like scripts_used() to determine the amount of variables being used.

Making the brain 3 customisable - in other words having DinkC commands that specify the headless sequence, the dead head etc, that way you can have more than one type of sprite with this routine without having to reload graphics into the duck slots.

Animated tiles controlled by DinkC? As in number or speed or something.

If I think of anymore... I'll post, but this is probably enough
February 8th 2004, 04:46 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Customisable blood spurts as a DinkC command

Would probably need something like 'sp_blood' for this to work, and then specify the blood sequences following it. Hrm. Could be interesting.

Having a new addition to the enemy_sprite and current_sprite globals such as friend_sprite in which if Dink attacks this sprite no damage is done (ie the attack is ignored)

I don't see how this would work, exactly. How do you set which sprites to be friends? Whatever a missile hits is considered the 'enemy_sprite'.

If the number of globals can't be increased how about a function like scripts_used() to determine the amount of variables being used.

Will do, should be possible.

Making the brain 3 customisable...

The brains are really a hodge-podge of indecipherable code, and I really wouldn't want to try to wreck it.

Animated tiles controlled by DinkC? As in number or speed or something.

Too much work
February 8th 2004, 06:24 PM
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SimonK
Peasant He/Him Australia
 
Having a new addition to the enemy_sprite and current_sprite globals such as friend_sprite in which if Dink attacks this sprite no damage is done (ie the attack is ignored)

I don't see how this would work, exactly. How do you set which sprites to be friends? Whatever a missile hits is considered the 'enemy_sprite'.

I guess what I'm after is some function that adds to the sp_follow() in which you can tell the engine that the follower is a good guy and not to be hurt by Dink, as for missile sprites, to do that would just need a sp_brain_parm3 - since parm and parm2 are usually used to protect Dink and the shadow.

Or if there was a sp_friendly1() ... sp_friendly2()... etc functions for missiles then you can set the missile not to hurt sprites.

Just that if you have a bunch of followers for Dink (sort of like what I had at the end of PQ) then when you're in the middle of a fight, the friendlies aren't hit by Dink's weapon (maybe magic is too hard to make safe as well, but making the Dink weapon safe for close quarters fighting is what I had in mind.)

The brains are really a hodge-podge of indecipherable code, and I really wouldn't want to try to wreck it.

Darn it and dang shame, I was hoping for something like the sp_blood() sp_headless(), sp_head()... oh well - even if you just do sp_blood and var_used() I'd try to see that you have as many bananas as you can eat

February 8th 2004, 07:19 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Completed:

* sp_blood(int sprite, int seq, int num); //Changes the blood sequences for the specified sprite. seq is the starting sequence, num is the number of sequences to randomly choose from (i.e. sp_blood(1,187,3); would choose randomly amoung the three default blood sequences)

I guess what I'm after is some function that adds to the sp_follow() in which you can tell the engine that the follower is a good guy and not to be hurt by Dink, as for missile sprites, to do that would just need a sp_brain_parm3 - since parm and parm2 are usually used to protect Dink and the shadow.

You could use something like sp_gold and then have the missile script itself decide whether or not to hurt a sprite depending on the value of sp_gold(&enemy_sprite,-1);

But that doesn't work for weapons... hrm. I'll look into it.

var_used() should be really easy, let's see...

Edit: var_used() implemented.
February 8th 2004, 07:35 PM
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Paul
Peasant He/Him United States
 
You know... there's really no reason a missile needs to be told not to hit it's shadow. The shdadow is/should be sp_nohit anyway.
February 9th 2004, 02:00 AM
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Kyle
Peasant He/Him Belgium
 
Yeah, but won't a missile stick to the shadow if it's not protected? And wouldn't you hear the hit sound?

Anyway, nice improvements!
Just curious, the load map command, does it save the state of the previous one so loading it again won't cause any stuff to be respawned?

Actually, that was a stupid question. There's still only one savefile for one map...