Dink Smallwood and the City of the Dead
City of the Dead (COD), will be my first D-mod, this time Dink discovers that his father can be alive and maybe in a prision into the Isle of Kalahar, Dink decides to go there but what he don't expected is that all the civilians of the isle became zombies!!
I'm trying to make this mod a kind of "Survival-Horror", of course is very hard to make a scary game with Dink, but the sounds and some monster will create good surprises...
My demo is near to come, I've just finished the zombies scripts, the map is almost complete (only some details...), I'm having trouble with the Red Knight script, but this is nothing
I would like to send some screens, but the Dink Palette change the black of my status bar to white, and I can't just paint it again to black... but if you want it anyway...
The sound is on the "start phase", but I guess this will not be very hard.
I'll start to post here any new of my D-Mod... As I promissed, I'll do my best to send the demo untill the end of this year.
I'm trying to make this mod a kind of "Survival-Horror", of course is very hard to make a scary game with Dink, but the sounds and some monster will create good surprises...
My demo is near to come, I've just finished the zombies scripts, the map is almost complete (only some details...), I'm having trouble with the Red Knight script, but this is nothing
I would like to send some screens, but the Dink Palette change the black of my status bar to white, and I can't just paint it again to black... but if you want it anyway...
The sound is on the "start phase", but I guess this will not be very hard.
I'll start to post here any new of my D-Mod... As I promissed, I'll do my best to send the demo untill the end of this year.
good luck with it remmeber we dont like stories.. we like the real fear.. heh.. and be sure we like it
goodluck Castman
goodluck Castman
"we dont like stories"
Correction: YOU don't like stories. It could be interesting...
This sounds pretty scary, hopin' to see it soon.
Correction: YOU don't like stories. It could be interesting...
This sounds pretty scary, hopin' to see it soon.
Are you making new graphics for the zombies?
Hmmm... Not yet... I haven't a good graphic program here... But I'm learning how to use an 3D graphic creator (Anim8or), at the demo version the mew monsters that I've found at other sites will not appear... But at the complete game I have plans to use 4 new monsters.
And if this game don't be so scary, I'll fix it at my third mod (Yes, I haven't done my first but I have ideas for the third mod...), at the third mod you'll play with a guy who lived on the isle when this things starts to happen.
Now back to COD, to the ones that don't know, the Red Knight is a monster like "Nemesis" from RE 3, he will appear and you will disappear!! If e hits you you die...
I'll add two screenshot, but... How can I do this??
And if this game don't be so scary, I'll fix it at my third mod (Yes, I haven't done my first but I have ideas for the third mod...), at the third mod you'll play with a guy who lived on the isle when this things starts to happen.
Now back to COD, to the ones that don't know, the Red Knight is a monster like "Nemesis" from RE 3, he will appear and you will disappear!! If e hits you you die...
I'll add two screenshot, but... How can I do this??
If you need zombie graphics you can check out mine from my file Dink Colors. They may not be good enough for your taste, but just to let you know they are there
You would aswell put some ghost in to the city.
For some reasons that I can't say here, the city cannot have ghosts (there are only 2 ghosts on a screen, but you can find them only at the start of the game).
Your file is very good Rabidwolf, indeed I had your file at my PC, but I forgot it .
And I want to add some screens of my mod here, I'm trying to do this how you've done at your "Crisis of Cara" topic, with links, titles, etc... What "code" you've used there??
Well, to get the screenshot you should have the game running in true color mode then use print screen. Copy what you have to paint and save as a jpg.
You need to upload that to photobucket and it will give you the address of your file. Then, check the rules page on how to make a hyperlink.
You need to upload that to photobucket and it will give you the address of your file. Then, check the rules page on how to make a hyperlink.
Thanks Rabidwolf!!
So here are the screens!!
Screen of the village
Owww... I'm dead
The colors aare a little ugly, but here are they.
So here are the screens!!
Screen of the village
Owww... I'm dead
The colors aare a little ugly, but here are they.
It doesn't look scary cause the healthbars. Take them off! Otherwise, it's great!
Really?? I've liked the healthbars, I'm thinking about make some cahnges at them, I'll send a new screen with the new healthbars, later...
But now I need some help with this script:
When I choose the option 1, it work well, but when I choose the option 2, nothing happens.
I've only posted here because I think they are equal, could someone help me??
void main( void )
{
freeze(1);
say_stop("`5Hello stranger!!.", ¤t_sprite);
wait(300);
unfreeze(1);
void talk( void )
freeze(¤t_sprite);
choice_start();
set_y 240
set_title_color 5
title_start();
"May I help you??"
title_end();
"Option 1"
"Option 2"
"Leave"
choice_end();
if (&result == 1)
{
freeze(1);
// Talk
}
else
{
unfreeze(1);
unfreeze(¤t_sprite);
return;
}
if (&result == 2)
{
freeze(1);
// Very big talk
}
else
{
unfreeze(1);
unfreeze(¤t_sprite);
return;
}
}
The "else" is stopping it. Using that where it is means that if you choose anything other than option one the script will exit before it ever gets to "if (&result == 2)".
You also missed a couple of brackets.
Try this:
void main( void )
{
freeze(1);
say_stop("`5Hello stranger!!.", ¤t_sprite);
wait(300);
unfreeze(1);
//close bracket
}
void talk( void )
//open bracket, also freezing dink here is probably better/easier.
{
freeze(1);
freeze(¤t_sprite);
choice_start();
set_y 240
set_title_color 5
title_start();
"May I help you??"
title_end();
"Option 1"
"Option 2"
"Leave"
choice_end();
if (&result == 1)
{
// Talk
}
if (&result == 2)
{
// Very big talk
}
you don't need else, when you choose "leave" it will exit anyway.
unfreeze(1);
unfreeze(¤t_sprite);
}
You also missed a couple of brackets.
Try this:
void main( void )
{
freeze(1);
say_stop("`5Hello stranger!!.", ¤t_sprite);
wait(300);
unfreeze(1);
//close bracket
}
void talk( void )
//open bracket, also freezing dink here is probably better/easier.
{
freeze(1);
freeze(¤t_sprite);
choice_start();
set_y 240
set_title_color 5
title_start();
"May I help you??"
title_end();
"Option 1"
"Option 2"
"Leave"
choice_end();
if (&result == 1)
{
// Talk
}
if (&result == 2)
{
// Very big talk
}
you don't need else, when you choose "leave" it will exit anyway.
unfreeze(1);
unfreeze(¤t_sprite);
}
Not bad, but way too white for a scary Dmod. Use dark colours with hints of dark brown and red.
Umm I got a good idea for a diffrent health bar design. Make the health bar look like it is like bones and as health lowers make the red bleed out of the bones.
Those health bars are pretty cool looking, I wonder if they work as well they look.
They're on the Network to download somewhere, I'm guessing at the Miscellaneous section.
Yes, the healthbars were made by Magicman and Rabidwolf9, they works greatly
My map is complete (except for the monsters), and when I was adding a new sound to the zombies, I had a weird bug...
First I've tried to name the sound as "hurt2" is the name of Pillbug's sound, but when I've started the game, it crashed... So I've edited the "start.c" script and added a line to the new sound, as sound 51, with the name "zomb1", it crashed again, without use it at any script. So I've "cutted"( ctrl+x ) and pasted it at other folder, the game worked normally...
I'll send some details about the sound, someone could help me again??
Type: wav
Bit rate: 32 kbps
Size: 5,65 Kbs
Ohh... and thanks for the help Sparrowhawk, without else it worked ( and the freeze was very much easier there ).
My map is complete (except for the monsters), and when I was adding a new sound to the zombies, I had a weird bug...
First I've tried to name the sound as "hurt2" is the name of Pillbug's sound, but when I've started the game, it crashed... So I've edited the "start.c" script and added a line to the new sound, as sound 51, with the name "zomb1", it crashed again, without use it at any script. So I've "cutted"( ctrl+x ) and pasted it at other folder, the game worked normally...
I'll send some details about the sound, someone could help me again??
Type: wav
Bit rate: 32 kbps
Size: 5,65 Kbs
Ohh... and thanks for the help Sparrowhawk, without else it worked ( and the freeze was very much easier there ).
For future reference... the past tense of "cut" is "cut".
/pet peeve
/pet peeve
Three pertinent examples:
Future tense:
I will cut you if you do that again.
Present tense:
Now I'm going to cut you.
Past tense:
I've cut you, and now you might learn.
Future tense:
I will cut you if you do that again.
Present tense:
Now I'm going to cut you.
Past tense:
I've cut you, and now you might learn.
No problem
About the sound, in start.c you need to put "zomb1.wav" not just "zomb1".
Which other folder did you paste to?
About the sound, in start.c you need to put "zomb1.wav" not just "zomb1".
Which other folder did you paste to?
cut
I've solved the problem today, deleted the sound and downloaded another... But this was the only solution for the problem (and I've found it...), thanks anyway Sparrowhawk
Here's a new screen, this time I've "fixed" the status bar.
1 "survivor"
I've solved the problem today, deleted the sound and downloaded another... But this was the only solution for the problem (and I've found it...), thanks anyway Sparrowhawk
Here's a new screen, this time I've "fixed" the status bar.
1 "survivor"
Hmmm...That Ghost Girl looks weird.She's not transparent.If you want i can make them transparent.
Excellent status bar! I really like the concepts that involves zombies
I have one suggestion... Add more buildings! It's supposed to be a city, right? If you work hard and make different sub-quest that can be found in basements, abandoned stores and so on it would really be enjoyable!
I have one suggestion... Add more buildings! It's supposed to be a city, right? If you work hard and make different sub-quest that can be found in basements, abandoned stores and so on it would really be enjoyable!
I'm a little lazy to create many buildings...
One of the game "sub-quests" is find zombies, because when you kill a zombie, you earn 1 strenght point, so if you want to be strong, you will need to find more zombies.
The sound has crashed again, Dink game does not support stereo sounds?? Because this is the only difference between 2 sounds, one works, the other crash the game.
MOD News!
Me and R.K.
New Ghost Girl
I've fixed the sound bugs, with a big help of GoldWave, I'm only having some trouble with the Red Knight script, he's using almost the same scripts of "Stanley" ( Lyna's Story ), the problem is that Stanley follows you at Lyna's Story, but don't touch you, and R.K. should touch Dink...
I've tried some things, but he never touch Dink... Could someone help me??
Here's the "Void Main" of the script, I guess that the problem is here.
// Follower
void main( void )
{
sp_follow(¤t_sprite, 1);
sp_speed(¤t_sprite, 7);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_target(¤t_sprite, 1);
sp_strength(¤t_sprite, 700);
sp_defense(¤t_sprite, 300);
sp_range(¤t_sprite, 50);
sp_distance(¤t_sprite, 40);
sp_touch_damage(¤t_sprite, 999);
sp_base_walk(¤t_sprite, 270);
sp_base_attack(¤t_sprite, 710);
sp_hitpoints(¤t_sprite, 800);
}
I'll send some new screens soon.
Me and R.K.
New Ghost Girl
I've fixed the sound bugs, with a big help of GoldWave, I'm only having some trouble with the Red Knight script, he's using almost the same scripts of "Stanley" ( Lyna's Story ), the problem is that Stanley follows you at Lyna's Story, but don't touch you, and R.K. should touch Dink...
I've tried some things, but he never touch Dink... Could someone help me??
Here's the "Void Main" of the script, I guess that the problem is here.
// Follower
void main( void )
{
sp_follow(¤t_sprite, 1);
sp_speed(¤t_sprite, 7);
sp_brain(¤t_sprite, 10);
sp_timing(¤t_sprite, 33);
sp_target(¤t_sprite, 1);
sp_strength(¤t_sprite, 700);
sp_defense(¤t_sprite, 300);
sp_range(¤t_sprite, 50);
sp_distance(¤t_sprite, 40);
sp_touch_damage(¤t_sprite, 999);
sp_base_walk(¤t_sprite, 270);
sp_base_attack(¤t_sprite, 710);
sp_hitpoints(¤t_sprite, 800);
}
I'll send some new screens soon.
Ok, maybe you couldn't help me with that script, but, how about this one??
At the end of the talk, Dink should walk away and be "teleported" to the next screen, but when he gets "teleported", Dink appears on a copy of the screen that he was before!!
Just like this.
|1|2|3|
Dink is at screen one, the script should transfer Dink to the screen 2, but he appears at the screen 1. So, I've moved Dink towards the screen 2, the map "moved" normally and I've appeared at screen 3!
This is very weird for me, so I've posted here 'cos I couldn't solve it by miself.
Here is the end of the script.
move(1, 8, 054, 1);
wait(500);
script_attach(1000);
//fadeout & cutscene?
fade_down();
//change maps and stuff ...
&player_map = 738;
sp_x(1, 570);
sp_y(1, 140);
load_screen();
fade_up();
kill_this_task();
}
Notes: "Screen 1" is # 737, so 738 is scrn 2, 739...
The screen 2 is completely different from screen 1, so I wasn't tranfering Dink to a copy of screen 1
This is it, I'm trying hard to make it until the end of the year, 'cos without DN I would be nothing.
Scripting is harder than I tough...
Add draw_screen(); after load_screen();
As for your previous guestion, I'm not sure about what you're trying to do. Is he supposed to kill Dink or follow him around? sp_follow(); stops the character a bit before he touches Dink, so that's propably the problem. If you remove sp_follow(); and change his brain to 9, he will attack Dink normally. If you take away sp_attack(); he will mop on him. If you do that and give him a sp_touch_damage(¤t_sprite,-1); you can do something special with him in void touch();
void touch()
{
sp_touch_damage(¤t_sprite,0);
say("`1I touch you lulz",¤t_sprite);
wait(100);
sp_touch_damage(¤t_sprite,-1);
}
As for your previous guestion, I'm not sure about what you're trying to do. Is he supposed to kill Dink or follow him around? sp_follow(); stops the character a bit before he touches Dink, so that's propably the problem. If you remove sp_follow(); and change his brain to 9, he will attack Dink normally. If you take away sp_attack(); he will mop on him. If you do that and give him a sp_touch_damage(¤t_sprite,-1); you can do something special with him in void touch();
void touch()
{
sp_touch_damage(¤t_sprite,0);
say("`1I touch you lulz",¤t_sprite);
wait(100);
sp_touch_damage(¤t_sprite,-1);
}
Nahhh!! I can't take these bugs anymore! I need an insecticide.
This time, the "Start" button moves when it turns off, when on it is at this position - X: 98 Y: 227 - (the position that it should be 'cos is the same that I've put at the main script), when it's turned off, it's near to X: 118 Y: 228.
As you can see at the script, there's nothing to change it's position, and the dimensions of the buttons are the same.
void buttonon( void )
{
sp_pframe(¤t_sprite, 2);
Playsound(20,22050,0,0,0);
}
void buttonoff( void )
{
sp_pframe(¤t_sprite, 1);
Playsound(21,22050,0,0,0);
}
What is happening??
And thanks again Scratcher, Red Knight is killing as never and the screens are working too ( I think I should send this mod with 2 authors... ).
The location of depth dots of the two graphics is probably different - check the Dink.ini file to see if it contains a line that specifies the hardbox/depth dot information for those graphic and then fix it so they both have the depth dot at the same location.
@1ST SCRIPT
Maybe remove the sp_distance()?
Maybe remove the sp_distance()?