The Dink Network

Adding a lot of new graphics

May 24th 2007, 01:29 PM
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Kyle
Peasant He/Him Belgium
 
So I was looking at some of the stuff that can be done, like load_map, load_tile, etc... and was really intrigued. So, I was thinking: "hey that's all the stuff I wanted to do back in the days".

But then I was wondering, was it ever changed so that you could add more than the normal limit of graphics to the ini file. Apparently, that's not the case, but I remembered something about the init() command and some discussion about it that was going on during the FIAT and Pilgrim's Quest development time that allowed you to put in an insane amount of new graphics by replacing sequences.

So, I went and tried that, but quickly stumbled on another limit. Apparenly it's impossible to set the attack frame (set_frame_special) with init() so I was back where I started. No replacing one boss monster with another after it is defeated, because they wouldn't have the same hit frame.

So my question is, are there any tips, best practices, etc... to pump in as many new monsters as possible.
May 25th 2007, 02:50 AM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
Can't you replace old graphics? SimonK did that lots! (I think)
May 25th 2007, 03:16 AM
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I have been wondering about this too. Because I have been wanted to add new graphics and yet retain all the old ones- unfortunately I run out of empty spaces for sequences fairly quickly, especially when adding new monsters. I am really intrigued by the load_map, and load_tile commands- I am looking seriously at using these sometime in the future.

That being said, you probably know more than me when it comes to this topic- I kind of dislike working with Dink.ini personally.