The Dink Network

End of Kingdom 1.0

July 17th 2004, 09:03 AM
duckdie.gif
Trees won't burn.

Ducks and pigs are untouchable, don't die.
I already put a hella work into Vision 0, putting in something around 85 sprites of grass, trees, rocks, mushrooms, etc per screen - which unfortunately in vision 2 where I need to remove all of that and put in wreck and ruin of course destroyed vision 0 (didn't know that before I started)

My bar-scene script fell apart rather fast.

I tried an opening scene where the story of dink to date is told, it never shows up Without it the rest of the story can float by itself. But still, it is part of the story.

I have a story, what I think is a pretty darn good story - but then I am a writer. Getting that story to work in Dink is a miserable failure.

Thus David's D-Mod Kingdom 1.0 is useless and needs to be scrapped for Kingdom 2.0

So BEFORE I put in many long hours on David's D-mod 2.0 Can anyone here give me a list of STEPS to making a decent D-mod?

Before I start making the map:

What do I need to do for tile textures? I do not need the fire pits, can I replace them with something else and WITHOUT purchasing more software, can I change them with Paint?

How do I set up a non-skeleton b file? ie What or where is Dink.ini? Though one of the Readme files that came with Develop tells me what to put in there, I can't find this dink.ini.

How do I script Burning Trees?
How do I script trees that burn and reveal passageways?

How do I script Killable Pigs and Ducks?

Mind I am using WinDink Edit - it gives me a handy place to store scripts for the game, I actually use that - though it does crash the program. Lots of saving. I had individual scripts for trees - nearly all the trees talked, thus finding the "talking Tree of Mardos" was a quest in itself. I have 12 scripts for trees, they say different things when hit or spoken to -

I got the Freeware Download Version of Dink and Source and stuff. Is this one of my problems?

Just how do I use Autumn Trees? I put them in the right folder, they showed up in the editor, but in the game nothing. I did EXACTLY what the read me told me to do - nada.

What is the proper use of vision? What do I put in vision 0? IE if I want a bridge to be broken in one vision and fixed in another, which visions to I put them in?

BEFORE I start making a map, what other things should I prepare first? Do I prepare my scripts before hand, or write them as I go along?

Is there a tutorial which explains all of those sprite options like Depth Que in Windinkedit?

Is there anything else I really need to know before I start working on the map, the story line?

David

July 17th 2004, 12:18 PM
goblinm.gif
Do you have the source for the original game? Its quite handy...

Anyhow, if trees wont burn, they might be the wrong type. Looking at DAM-FIRE.c, which is the script for fireballs, a tree must be sequence 32 frame 1 to burn. There is an unburnable pine tree you have to look out for (frame 2 or something). Oh yeah, the "burning tree" sequence is 20 I think. And 20 isn't equal to 32. So don't just use the first frame of the burning sequence for you burnable trees. It won't work.

Anyhow, when a fireball hits a tree, it runs the tree's die() procedure. I don't have an example on me, but basically, you script the tree, and have it make a warp (I think) in void die( void ). If you want it to just die when burned, don't put in a die() proc. That oughta work. Now, me personally, I prefer burning trees to talking to them. So you might want to let the tree grow back after being burned if talking to it is important to the quest...
July 17th 2004, 12:37 PM
goblinm.gif
As for pigs, make them hardness 1 and type 1 and script them to have the correct base walk, brain, speed, and hitpoints. There is no base death for pigs.

Ducks are mentioned in some thread somewhere...

I'll let someone else explain vision since it usually (well, almost always) involves a screen script, and I have no idea how the assignment of this script is done in windinkedit.

Sorry I can't help more.

EDIT: Did not realize pigs had brain 4.
July 17th 2004, 02:10 PM
farmer.gif
ducks and pigs have their own brains (3 and 4 respectively), you just have to set the amount of hp and defense, touch damage, speed, and whatever other attributes you want them to have.

visions...well, whatever is in vision 0 shows up on every other vision of that screen. so, let's say you have a duck and a tree in vision 0, that would be in vision 1, 2, 3, 4, etc...but, let's say you wanted a pig in vision 1...that would only show up in vision 1. if you want a bridge to be there in one vision and broken in another, then you should probably have vision 0 without any bridge, the repaired bridge in something like vision 1, and the broken one in vision 2. to script where visions change, then you have to have a few global variables that determine which vision is active. once you have that...you can attach a script to the screen with the vision that has something like this:

if (&globalstuff <= 3)
//just a random variable and number
{
&vision = 1;
}

if (&globalstuff >= 4)
{
&vision = 2;
}