The Dink Network

Missing First Frame of Animation...?

November 3rd 2002, 10:25 AM
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I have an animation of Dink attacking with his sword, but for some reason the first frame of the animation does not show up in the game. The frame shows up in the editor, and if I make a brain 6 sprite set to that sequence the frame shows up, just not when using the sword. Also, this happens for every direction of the animation, not just one. I've tried delaying that frame longer than the others, and I've tried using the wait() command, but to no avail. Anyone got a clue?
November 3rd 2002, 12:08 PM
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SimonK
Peasant He/Him Australia
 
What are the lines you're using in dink.ini and in the sword item script?
November 3rd 2002, 12:19 PM
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: What are the lines you're using in dink.ini and in the sword item script?

Dink INI:

load_sequence graphicsdinkswordattack2sa21- 971 75 53 75 -19 -9 19 9

load_sequence graphicsdinkswordattack2sa22- 972 75 29 72 -19 -9 19 9

load_sequence graphicsdinkswordattack2sa23- 973 75 31 70 -19 -9 19 9

load_sequence graphicsdinkswordattack2sa24- 974 75 52 76 -19 -10 19 10

load_sequence graphicsdinkswordattack2sa26- 976 75 33 69 -18 -10 18 10

load_sequence graphicsdinkswordattack2sa27- 977 75 38 78 -18 -10 18 10

load_sequence graphicsdinkswordattack2sa28- 978 75 30 80 -19 -10 19 10

load_sequence graphicsdinkswordattack2sa29- 979 75 25 82 -18 -10 18 10

set_frame_special 971 2 1

set_frame_special 972 2 1

set_frame_special 973 2 1

set_frame_special 974 2 1

set_frame_special 976 2 1

set_frame_special 977 2 1

set_frame_special 978 2 1

set_frame_special 979 2 1

Sword Script:

IN void arm()

init("load_sequence_now graphicsdinkswordattack2sa21- 971 75 53 75 -19 -9 19 9");

init("load_sequence_now graphicsdinkswordattack2sa22- 972 75 29 72 -19 -9 19 9");

init("load_sequence_now graphicsdinkswordattack2sa23- 973 75 31 70 -19 -9 19 9");

init("load_sequence_now graphicsdinkswordattack2sa24- 974 75 52 76 -19 -10 19 10");

init("load_sequence_now graphicsdinkswordattack2sa26- 976 75 33 69 -18 -10 18 10");

init("load_sequence_now graphicsdinkswordattack2sa27- 977 75 38 78 -18 -10 18 10");

init("load_sequence_now graphicsdinkswordattack2sa28- 978 75 30 80 -19 -10 19 10");

init("load_sequence_now graphicsdinkswordattack2sa29- 979 75 25 82 -18 -10 18 10");

IN void use()

&basehit = sp_dir(1, -1);

&basehit += 970;

sp_seq(1, &basehit);

sp_frame(1, 1);

sp_kill_wait(1);

sp_nocontrol(1, 1);

wait(100);

playsound(8, 8000,0,0,0);

Of course, those are just the relevant parts.
November 3rd 2002, 12:24 PM
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SimonK
Peasant He/Him Australia
 
You've set the hit frame for frame 2... are there more than 2 frames in the animation?

Do you see the diagonal directions at all? Just wondering as you're using sp_dir and I guess if you're running diagonal at the time and push CNTRL it should work... never tried it though.

I take it you have a new sword or have improved the old one.
November 3rd 2002, 12:28 PM
stonegiant.gif
: You've set the hit frame for frame 2... are there more than 2 frames in the animation?

There are four frames all together, the hit frame is supposed to be 2, that works fine. Its just the first frame thats not showing up

: Do you see the diagonal directions at all? Just wondering as you're using sp_dir and I guess if you're running diagonal at the time and push CNTRL it should work... never tried it though.

Yeah, the diagonals work fine. And yes, you need to be walking in that direction, but it can be done easily and consistently.

: I take it you have a new sword or have improved the old one.

Remember that Dink model I posted pics of a while back? I'm using it as the main character, complete with several new weapons and other animations.
November 3rd 2002, 12:31 PM
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SimonK
Peasant He/Him Australia
 
What happens if you change the hit frame to 3 or 4?
November 3rd 2002, 12:36 PM
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: What happens if you change the hit frame to 3 or 4?

umm.... okay, nothing happens, at least as far as getting the first frame to show up.

Something else that I noticed is that I have an axe attack animation, which uses the same script and was rendered using the same animation (just holding an axe instead of a sword) and the first frame shows up fine for that :s
November 3rd 2002, 01:19 PM
stonegiant.gif
Well, I came up with a stupid solution, but a solution none the less: I simply made the animation 5 frames long instead of 4, with the first two frames being the same. But this means that theres an extra frame for each direction taking up precious space... I tried using set_frame_frame to bypass that, but it didn't work. If someone knows of a solution that isn't as retarded as mine, please, please let me know.
November 3rd 2002, 01:58 PM
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Kyle
Peasant He/Him Belgium