The Dink Network

New Dev File: Goblin Fun

February 12th 2007, 07:05 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Endy has released Goblin Fun v1.00, which purports to have fun with goblins. ... no... not that kind of fun. It's only a coincidence that Valentine's Day is in a couple days.

This file includes a few different goblinriffic items and spells, and is in a nice, playable D-Mod format. Check it out.

February 12th 2007, 10:18 AM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
That's my tileset, I didn't see any credit for it though
February 12th 2007, 03:58 PM
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Nice D-Mod, but is it really so quick to finish it, or i don't know what to do next?
February 12th 2007, 04:11 PM
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Endy
Peasant He/Him United States
 
Pretty sure the rest of the credits in the Readme file, plus some development and usage info. I had enough trouble editing the Diz file as it was.

If by some chance it's not there; let it be known that the Mossy tileset was originally designed by RabidWolf, and slightly moded by me.

It's just designed as a basic dev-dmod, although I hope to base a full scale dmod on the items at some point.
February 12th 2007, 05:57 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Woops, must've overlooked it, sorry. You might want to try preloading those sequences.
February 12th 2007, 10:21 PM
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Endy
Peasant He/Him United States
 
Well do, thanks.
February 12th 2007, 11:35 PM
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MichaelV
Peasant He/Him Australia
It's all in the mind, you know 
I downloaded and played it. A cool little pack which lets you use all the goblin warriors, including a spinning attack by the Mog goblin, and hammer throwing attack by the hammer goblin. It also has a confuse spell which makes enemies attack each other.

Two little things though: I think the confuse spell would be much better if a graphic appeared over the enemy's head indicating that it was 'confused'. It's a bit hard to see if you've actually done anything, apart from the magic words said.

The hammer throw appears to hit a bit low on the enemy monsters, although perhaps I'm a bit used too used to the throwing axe.
February 13th 2007, 04:58 PM
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Erwin
Peasant He/Him Netherlands
Friendship is magic 
I DO hope you're being sarcastic dominikzg!
February 14th 2007, 09:41 PM
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Endy
Peasant He/Him United States
 
Thanks MichaelV, glad you enjoyed playing it.

Confuse Spell:

I originally wanted the red or yellow stars to appear over the baddies, but couldn't get it to work quite right.

Hammer Throw:

It's basically an Axe re-graphic, so all positioning isn't quite as good as I'd like.

Planning to tweak these a bit more, so they should work better when they're in a full Dmod.
February 14th 2007, 10:28 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
I've modified your use procedure so it should work. Just replace [sequence] with the sequence you want to use (there should be four instances) and add/subtract from &star_x and &star_y as needed to have it created in the proper place. The sequence will only play once before disappearing though, and it will stay there even if the sprite moves. So I don't know if it'll work good enough for you or not.

Since you are using magic, I don't know why you would make the enemy target "Dink" if there isn't a second monster. That wouldn't exactly be helpful to the player If you took out that part, the monster would untarget "Dink" (in case the monster had him targeted in the first place) and that would be somewhat helpful. Isn't magic supposed to help the player?

void use( void )
{
say_stop("Shirim Shakala", 1);
int &enemyA = get_rand_sprite_with_this_brain(9, 1);
int &enemyB = get_sprite_with_this_brain(9, &enemyA);

int &star_x;
int &star_y;
int ☆

if (&enemyA == 0)
return();

if (&enemyA > 0)
{
sp_target(&enemyA, &enemyB);
&star_x = sp_x(&enemyA, -1);
&star_y = sp_y(&enemyA, -1);

//add/subtract from star's x,y

&star = create_sprite(&star_x,&star_y,7,[sequence],1);
sp_seq(&star,[sequence]);
sp_nohit(&star, 1);
sp_que(&star, 500);
}

if (&enemyB == 0)
sp_target(&enemyA, 1);

if(&enemyB > 0)
{
sp_target(&enemyB, &enemyA);
&star_x = sp_x(&enemyB, -1);
&star_y = sp_y(&enemyB, -1);

//add/subtract from star's x,y

&star = create_sprite(&star_x,&star_y,7,[sequence],1);
sp_seq(&star,[sequence]);
sp_nohit(&star, 1);
sp_que(&star, 500);
}

&magic_level = 0;
draw_status();
}
February 17th 2007, 12:21 AM
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Endy
Peasant He/Him United States
 
Cool, exactly what I originally had in mind. Thanks

"Since you are using magic, I don't know why you would make the enemy target "Dink" if there isn't a second monster. That wouldn't exactly be helpful to the player If you took out that part, the monster would untarget "Dink" (in case the monster had him targeted in the first place) and that would be somewhat helpful. Isn't magic supposed to help the player?"

Hee hee hee
Not necessarily...

That was actually intentional, to force players to fight at least one of the monsters. It's almost rediculously easy to have the monsters fight each other while Dink gets away scott free.

Anyways it only kicks in if the player gets spell happy, and casts it when there's only one monster on the screen.