The Dink Network

loading screen

March 9th 2005, 02:43 PM
death.gif
sirakn
Peasant He/Him
 
before i found any skeleton dmods i madde my own and now i made my own loading screen but i dont know how to make it work i added it as a sprite and i changed start.c to this:
&dinklogo = create_sprite(920);
sp_que(&dinklogo, -800);
sp_noclip(&dinklogo, 1);
what else must i do or is this wrong
March 9th 2005, 02:55 PM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
create_sprite has 5 arguments

&dinklogo = create_sprite(int x, int y, int brain, int seq, int frame);

You should find out the sequence and frame numbers and fill them in in the syntax. Then determine the correct x and y values and fill them in. Brain should be left 0.

Say you want a picture of seq 920, frame 1, on place x = 120 and y = 56, you should add this:

&dinklogo = create_sprite(120, 56, 0, 920, 1);
March 9th 2005, 06:03 PM
death.gif
sirakn
Peasant He/Him
 
it still isnt working is thats the right x and y or do i say the width and height or what?
March 11th 2005, 05:28 AM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
You must have loaded the title-graphic in dink.ini of course. Then you can place it in a map in (Win)DinkEdit. When you feel it's in the correct position (don't paste it down yet) you must:

DE: write down the coördinates in the help-text.
WDE: Place it down, right-click and write down the coördinates in the upper-left corner of the Properties screen.

These x and y are the x and y you should use in start.c;

Also make sure that &dinklogo is a global, or defined in start.c as int &dinklogo; If you don't do this, it won't show up.

Finally, you might try to preload_seq(###); the sequence of the screen. ### is the sequence number you also placed in create_sprite. preload it before the create_sprite.