a stupid screen
hello i've got pretty long with my d-mod but there is a problem, in the topic "starting" you said how to make a starting positon and when i do as you say i appear in a screen i've never made containing three pieces of rock tiles and i can't walk out of the screen. what is happening, really?

you have picked wrong tile number or our d-mod may be fudgeed up. I had the same problem, but it solved it by itselves
pretty wierd eh??

Eeeeh... Wrong tile number, what is that? I saw nothing in any start.c file or main.c!
Screen with three rocks sounds like screen 400 of the Skeleton B. Check your map for the correct map number, and look for &player_map in start-1.c
If you didn't install Skeleton B, then you've got a brother who decided to play with Dink
(In other words, I don't know)
If you didn't install Skeleton B, then you've got a brother who decided to play with Dink

uhm, everything you say is correct in my scripts. &player_map = 641; is my starting positon and in start-1.c it says
sp_x(1, 527);
sp_y(1, 249);
everything seems okay, dosent it? and i used the skeleton.b if you want to know.
sp_x(1, 527);
sp_y(1, 249);
everything seems okay, dosent it? and i used the skeleton.b if you want to know.
Did you make sure you changed &player_map in main.c?
That's how I did it.
That's how I did it.
Either that or it is screen 0 - yes the map has a screen 0 - you can't walk out of it as it's a virtual screen - check to see if the &player_map variable has been set to the map you want to go to.
By memory you got to screen 0 if you are warping to a screen that has not had anything placed editied on it.
By memory you got to screen 0 if you are warping to a screen that has not had anything placed editied on it.
i have many things there trees, roads a house that has a door ready for warping, water...
and in main.c it says("&player_map", 641);
is impossible to fix this or what?
and another question i shall write this in my d-mod directory, right? how do i intall graphics really i want to ask too...
and in main.c it says("&player_map", 641);
is impossible to fix this or what?
and another question i shall write this in my d-mod directory, right? how do i intall graphics really i want to ask too...
I have it as follows: in main.c, &player_map is set to 1 and in start-1.c, it's:
&player_map = 123;
sp_x(1, 123);
sp_y(1, 123);
sp_dir(1, 4);
and another question i shall write this in my d-mod directory, right?
That may be the problem.. all script files (.c) should be in the D-Mod/Story directory. That's how it works with all D-Mods so in case you've got the .c files just in your D-Mod directory, make a directory called Story and move them all there.
&player_map = 123;
sp_x(1, 123);
sp_y(1, 123);
sp_dir(1, 4);
and another question i shall write this in my d-mod directory, right?
That may be the problem.. all script files (.c) should be in the D-Mod/Story directory. That's how it works with all D-Mods so in case you've got the .c files just in your D-Mod directory, make a directory called Story and move them all there.

No matter what &player_map value in main.c is set to, if there's a &player_map = xxx in the start.c it'll overwrite it.
For adding new graphics to your DMod, look at Advanced dink.ini editing and Dink.ini index. There must be more tutorials and examples in the Development section. Also, you can use the search function to look on the board for topics related to this.
Good luck, it looks hard, but if you've done it a few times, it'll become a very easy thing to do.
For adding new graphics to your DMod, look at Advanced dink.ini editing and Dink.ini index. There must be more tutorials and examples in the Development section. Also, you can use the search function to look on the board for topics related to this.
Good luck, it looks hard, but if you've done it a few times, it'll become a very easy thing to do.
what is sp.dir? is that the tile number or what?about the thing simoen said something about that sp.dir, in my script it says sp_dir(1, 8);if you want to know.
anyway, do i need more things in story than all start.c files and main.c?
anyway, do i need more things in story than all start.c files and main.c?
sp_dir is the direction of the sprite. Look at your numpad for the values (2 = down, 4 = left, etc)
i think this is impossible, you know...
EVERY STUPID THING YOU SAID IS CORRECT FOR ME!BUT STILL IT DOSENT WORK! WHY WHY WHY!!??!
EVERY STUPID THING YOU SAID IS CORRECT FOR ME!BUT STILL IT DOSENT WORK! WHY WHY WHY!!??!




Yeah, it doesn't work because your not calm. You see, it only works when you're calm. You can only make D-Mods when you're calm
Anyway, just post the bit in void click(void) in start-1.c and in what order you've put the commands (and where).

Anyway, just post the bit in void click(void) in start-1.c and in what order you've put the commands (and where).

I can tell you what i did... I created a new folder and renamed it to yeah who knows?
then you must copy the material from your last D-Mod folder also the story, etc etc, it should work if you do this!

Create a new folder for you d-mod and then copy all your files that was from your d-mod and put it in the new folder, if you know what i mean??
Sorry then I can help you any further...

There is one thing you can do... E-mail this d-mod to an experienced dinker like Simeon
. Maybe he can solve you problem


he told me to do that so im waiting on the answer, so now i think it maybe would work.
Ok well, let's see..
If I recall correctly, the problem's that you haven't been able to figure out how to set the starting position for Dink. It's as follows.
A D-Mod is set up like this: you create a new directory in Dink Smallwood/... where you place the required files (Dink.ini and Hard.dat). Then you can open the editor, make some screens and the map file will appear there. But your D-Mod also needs scripts to run. You'll need a few required scripts in there, which should be in your D-Mod directory/Story. There you should have main.c and any start-x.c files (except start-3.c, that one no longer has a purpose
).
In main.c, there should be a line that creates the global variable &player_map (but you're using the Skeleton so I assume it's already there).
Then, you set Dink's actual starting position in start-1.c. Here I'll copy the actual bit of code used in World of DinkC to set Dink's starting position:
void click ( void )
{
//[..]
//insert intro code here - not needed for this example
//[..]
//lets start a new game
//Say_xy("`%Creating new game...", 0, 390);
&player_map = 1;
sp_x(1, 195);
sp_y(1, 175);
sp_base_walk(1, 70);
sp_base_attack(1, 100);
//[..]
//and here's the rest
//[..]
void click(void) runs when the player clicks the sprite/button. First you set &player_map to a value ranging 1 - 768 (the mapscreens). After that, you set Dink's x and y coordinate.. to get these, in DinkEdit: place the cursor over the spot where you want Dink to start and look in the text at the bottom to get those x and y coordinates.
That's all basically.

If I recall correctly, the problem's that you haven't been able to figure out how to set the starting position for Dink. It's as follows.
A D-Mod is set up like this: you create a new directory in Dink Smallwood/... where you place the required files (Dink.ini and Hard.dat). Then you can open the editor, make some screens and the map file will appear there. But your D-Mod also needs scripts to run. You'll need a few required scripts in there, which should be in your D-Mod directory/Story. There you should have main.c and any start-x.c files (except start-3.c, that one no longer has a purpose

In main.c, there should be a line that creates the global variable &player_map (but you're using the Skeleton so I assume it's already there).
Then, you set Dink's actual starting position in start-1.c. Here I'll copy the actual bit of code used in World of DinkC to set Dink's starting position:
void click ( void )
{
//[..]
//insert intro code here - not needed for this example
//[..]
//lets start a new game
//Say_xy("`%Creating new game...", 0, 390);
&player_map = 1;
sp_x(1, 195);
sp_y(1, 175);
sp_base_walk(1, 70);
sp_base_attack(1, 100);
//[..]
//and here's the rest
//[..]
void click(void) runs when the player clicks the sprite/button. First you set &player_map to a value ranging 1 - 768 (the mapscreens). After that, you set Dink's x and y coordinate.. to get these, in DinkEdit: place the cursor over the spot where you want Dink to start and look in the text at the bottom to get those x and y coordinates.
That's all basically.

wow! it's done! Thanks everybody who helped! Now im on my way of developing!