The hall of warps(aka the quest for a psychiatrist)
I'm new to the programming thing (only played with it for a few months) and trying to get a dmod going. Its probably going to be rated a 2 or something. Its about finding your way through a huge complicated maze of telports that with any luck will lead you to your psychiatrist... which you'll need after the maze. (I have a much better plot that that though)
-I've gotten a little bit done on my game. mainly one page that would not work for me... but now its scripting keeps crashing. im trying to find the error now. -fixed
-I've gotten a lot more done on my game. And I've decided what type of maze it will be. It's the type that you have to retrace your steps a lot to go back and find keys and other item's you've missed.
-I've gotten a little bit done on my game. mainly one page that would not work for me... but now its scripting keeps crashing. im trying to find the error now. -fixed
-I've gotten a lot more done on my game. And I've decided what type of maze it will be. It's the type that you have to retrace your steps a lot to go back and find keys and other item's you've missed.
Sounds like its got potential... warping to different mind sets, past experiences, key growth points in development... yeah... if I was doing it then it would get pretty Freudian...
Really? I was assuming that it would *just* be a maze with a bunch of warps, with no monsters, no scenery, no characters, and only random luck and memorization to get to the end. That would seem appropriate for '2' rating.
I've always wondered about the possibility to have Dink make involentary movements. Would that be something for a DMOD like this?
Is there any way to make dink hit somebody in a cutscene?
I know I can make the sprite say something the player won't like, then unfreeze dink for a moment, but some players might be non-violent.
I know I can make the sprite say something the player won't like, then unfreeze dink for a moment, but some players might be non-violent.
You could emulate it by playing Dink's hit sequence and playing the hit-sound I guess.
Yup, I did it like that in my DMods after-intro movie. When he kills his mother
sp_seq(1, 102);
Change 102 depending on direction.
You'll want to make sure that Dink has the fists and/or sword armed first, though. If he has the bow armed, it might not work very well.
Change 102 depending on direction.
You'll want to make sure that Dink has the fists and/or sword armed first, though. If he has the bow armed, it might not work very well.
I tried that once but I got issues...
I played the hit sequence of a red knight, (and it automaticly did the hit-sound for some reason(probably related to some dink.ini lines)) but sometimes it didn't do the hit sequence at all. (I since abandoned that DMOD btw)
I played the hit sequence of a red knight, (and it automaticly did the hit-sound for some reason(probably related to some dink.ini lines)) but sometimes it didn't do the hit sequence at all. (I since abandoned that DMOD btw)
You need to preload_seq(#seq) to ensure it'll work.
Also you need both:
sp_seq(&sprite, #seq);
sp_frame(&sprite, 1);
It'll play the hit-sound if it hits something, (thanks to set_frame_special) but not the swing-sound since that's determined in the attack procedure or weapon script.
It's a little more complicated to make Dink hit, but those lines can be copied from item-fst.c
Also you need both:
sp_seq(&sprite, #seq);
sp_frame(&sprite, 1);
It'll play the hit-sound if it hits something, (thanks to set_frame_special) but not the swing-sound since that's determined in the attack procedure or weapon script.
It's a little more complicated to make Dink hit, but those lines can be copied from item-fst.c
Yeah... Probably that was the problem with my DMOD too. I might use it in the future (since the DMOD I was refering to is abandoned)