Best warp sound for holes?
I was just thinking, especialy now that I've found scripted warps don't work quite right, I wonder what is the best warp sound for a hole. That is an opening that Dink walks or crawls threw.
I've considered leaving the default creek sound, it's symbolic of going threw something (a door) but not locigally right.
I could use the stairway footsteps, bet that still sounds like a staircase and it's annoyingly long.
I also have a single footstep sound, takn from the sound of aproching cast knights in the orignal game, but I don't like it alot.
I was thinking of just making a silent "sound" and use that, but it kind of seems like a waste.
What do the rest of you use (or prefer) for genaric opening sounds?
I've considered leaving the default creek sound, it's symbolic of going threw something (a door) but not locigally right.
I could use the stairway footsteps, bet that still sounds like a staircase and it's annoyingly long.
I also have a single footstep sound, takn from the sound of aproching cast knights in the orignal game, but I don't like it alot.
I was thinking of just making a silent "sound" and use that, but it kind of seems like a waste.
What do the rest of you use (or prefer) for genaric opening sounds?
: I was just thinking, especialy now that I've found scripted warps don't work quite right, I wonder what is the best warp sound for a hole. That is an opening that Dink walks or crawls threw.
: I've considered leaving the default creek sound, it's symbolic of going threw something (a door) but not locigally right.
: I could use the stairway footsteps, bet that still sounds like a staircase and it's annoyingly long.
: I also have a single footstep sound, takn from the sound of aproching cast knights in the orignal game, but I don't like it alot.
: I was thinking of just making a silent "sound" and use that, but it kind of seems like a waste.
: What do the rest of you use (or prefer) for genaric opening sounds?
It doesn't nead a sound...don't give it one...
: I've considered leaving the default creek sound, it's symbolic of going threw something (a door) but not locigally right.
: I could use the stairway footsteps, bet that still sounds like a staircase and it's annoyingly long.
: I also have a single footstep sound, takn from the sound of aproching cast knights in the orignal game, but I don't like it alot.
: I was thinking of just making a silent "sound" and use that, but it kind of seems like a waste.
: What do the rest of you use (or prefer) for genaric opening sounds?
It doesn't nead a sound...don't give it one...
Maybe something else...maybe a boing sound (well, not boing, but something warp like).
--WC
--WC
: It doesn't nead a sound...don't give it one...
Can you tell me how to do that?
Can you tell me how to do that?
: I was just thinking, especialy now that I've found scripted warps don't work quite right, I wonder what is the best warp sound for a hole. That is an opening that Dink walks or crawls threw.
Hmm.. what is wrong with them? I have used scripts for warpholes all the time, and they all worked out nicely..
Hmm.. what is wrong with them? I have used scripts for warpholes all the time, and they all worked out nicely..
: : It doesn't nead a sound...don't give it one...
: Can you tell me how to do that?
What happens if you use 0 as the sound number for a DinkEdit sprite warp (as opposed to script warp)?
Mind you I could test this and find out the answer before someone replies, but I'm lazy.
: Can you tell me how to do that?
What happens if you use 0 as the sound number for a DinkEdit sprite warp (as opposed to script warp)?
Mind you I could test this and find out the answer before someone replies, but I'm lazy.
: : : It doesn't nead a sound...don't give it one...
: : Can you tell me how to do that?
: What happens if you use 0 as the sound number for a DinkEdit sprite warp (as opposed to script warp)?
: Mind you I could test this and find out the answer before someone replies, but I'm lazy.
0 is the default for sound in DinkEdit, and then you will hear the creaking door.
Perhaps you could try giving it a sound number that doesn't exist - haven't tried that one since I'm lazy too.
: : Can you tell me how to do that?
: What happens if you use 0 as the sound number for a DinkEdit sprite warp (as opposed to script warp)?
: Mind you I could test this and find out the answer before someone replies, but I'm lazy.
0 is the default for sound in DinkEdit, and then you will hear the creaking door.
Perhaps you could try giving it a sound number that doesn't exist - haven't tried that one since I'm lazy too.
Of that I'm certain. Dink engine looking for sound bank which don't exist. I used a sound for the hole... to the purple caves in PQ can't remember what it is though... and I'm still too lazy to check
Have you tried the sound from the cave in the original game? Its a bit long, though.
Using a "silent" sound could have many more uses than just non-door warps. I load one over sounds that play automatically (like experience, stat boosts, non-scripted warps, etc) when I don't want to hear them for one reason or another. And if you didn't know(you probably do ), the same sound file can be loaded into multiple banks, so you'd only need to create one. So using a "silent" sound for the warp wouldn't necessarily have to be a "waste", Paul. Just my 2 cents.
: Perhaps you could try giving it a sound number that doesn't exist - haven't tried that one since I'm lazy too.
I did, that crashes Dink and sometimes the computer.
I did, that crashes Dink and sometimes the computer.
: Hmm.. what is wrong with them? I have used scripts for warpholes all the time, and they all worked out nicely..
If you script-warp onto a screen with monsters and kill them, they never come back. The same goes for anything else set to editor_type 6. And this is less serious but the reverse seems true too, if you kill a monster and script-warp away, they come back immediately.
I figure it's some kind of glitch with saving editor_type information, it must get partl stored on the wrong screen or something.
If you script-warp onto a screen with monsters and kill them, they never come back. The same goes for anything else set to editor_type 6. And this is less serious but the reverse seems true too, if you kill a monster and script-warp away, they come back immediately.
I figure it's some kind of glitch with saving editor_type information, it must get partl stored on the wrong screen or something.
Hmm...
I noticed this problem before too, as your map doesn't update if you use a script warp...
There has to be someway to fix it though, maybe... I guess I'll try some things.
I noticed this problem before too, as your map doesn't update if you use a script warp...
There has to be someway to fix it though, maybe... I guess I'll try some things.
Just cange it to a .1 second wave with no audio create that wave, save it, and use it, ding!
--WC
--WC
: Hmm...
: I noticed this problem before too, as your map doesn't update if you use a script warp...
: There has to be someway to fix it though, maybe... I guess I'll try some things.
Well I'd love to hear about it if you find a fix.
Anyway, I think I'll make it a little interesting as long as I'm at it. I'm going to use kind of an environmental sound of whatever aera you're entering. Eg, water dripping or "caveent" for entering cave, birds chirping if exiting into a forest, etc. Most of the sounds are already there.
: I noticed this problem before too, as your map doesn't update if you use a script warp...
: There has to be someway to fix it though, maybe... I guess I'll try some things.
Well I'd love to hear about it if you find a fix.
Anyway, I think I'll make it a little interesting as long as I'm at it. I'm going to use kind of an environmental sound of whatever aera you're entering. Eg, water dripping or "caveent" for entering cave, birds chirping if exiting into a forest, etc. Most of the sounds are already there.
: : Hmm.. what is wrong with them? I have used scripts for warpholes all the time, and they all worked out nicely..
: If you script-warp onto a screen with monsters and kill them, they never come back. The same goes for anything else set to editor_type 6. And this is less serious but the reverse seems true too, if you kill a monster and script-warp away, they come back immediately.
: I figure it's some kind of glitch with saving editor_type information, it must get partl stored on the wrong screen or something.
That is really weird...so that probably means it saves the info when you go to another screen, and they only took into account the screen scroll and edit warp..so maybe you could.. bah, this is odd...maybe fade down, move dink's x to where he's off the map, so it scrolls, but its faded, then you warp, and it should save them...
This would maybe cause problems for triggers in other rooms, or there just not being another room, if you use it a lot that is..
Also, when you fade down, all pure white pixels are still visible (they are for me at least) so when the screen scrolls they'll be able to see it...so if there's white it'll look cheesey...
But hrm...thats my 2 cents..
I'd say just load a non-sound and use it...
: If you script-warp onto a screen with monsters and kill them, they never come back. The same goes for anything else set to editor_type 6. And this is less serious but the reverse seems true too, if you kill a monster and script-warp away, they come back immediately.
: I figure it's some kind of glitch with saving editor_type information, it must get partl stored on the wrong screen or something.
That is really weird...so that probably means it saves the info when you go to another screen, and they only took into account the screen scroll and edit warp..so maybe you could.. bah, this is odd...maybe fade down, move dink's x to where he's off the map, so it scrolls, but its faded, then you warp, and it should save them...
This would maybe cause problems for triggers in other rooms, or there just not being another room, if you use it a lot that is..
Also, when you fade down, all pure white pixels are still visible (they are for me at least) so when the screen scrolls they'll be able to see it...so if there's white it'll look cheesey...
But hrm...thats my 2 cents..
I'd say just load a non-sound and use it...