Need some help with graphics for main character
I am in the process of working with some graphics to use for the main character of a D-mod who is not Dink, and I would like to test what I have done so far.
I have managed to load two sequences into Dink.ini, and I can see and select them in WDE, but I need help getting them to appear when I test the D-mod.
Do I need to use init in front of the load_sequence_now statements? A d-mod that I am studying does not use that in the Dink.ini, so I don't know what I am leaving out.
Also, if I have the graphics already at 8-bit color depth, do I really need to load the Dink Pallette? After all, they do appear in the editor(s).
I have managed to load two sequences into Dink.ini, and I can see and select them in WDE, but I need help getting them to appear when I test the D-mod.
Do I need to use init in front of the load_sequence_now statements? A d-mod that I am studying does not use that in the Dink.ini, so I don't know what I am leaving out.
Also, if I have the graphics already at 8-bit color depth, do I really need to load the Dink Pallette? After all, they do appear in the editor(s).
There are a lot of things that could be, really. First of all, can you actually place those sprites in the editor, load it up, and then have them actually appear in the game?
You don't need to use the Dink Pallette, but you'll have to remember that they'll only look right when dink is running in full color mode.
You don't need to use the Dink Pallette, but you'll have to remember that they'll only look right when dink is running in full color mode.
They appear in the editor. I can select a sequence, and then individual frames are there too. But when I run the d-mod to test it, I only get Dink's animations. Do I need something in the start1.c file? I haven't modified it since WinDink Edit created it.
Did you load them in place of Dink's graphics?
The weapon script may be messing things up. Are you using any item? Dink's sequences are also loaded when you arm weapons, take for example the fist script. Notice how it loads Dink's sequences from the file locations. You'll have to modify the weapons too. That's my guess.
void arm(void)
{
sp_attack_hit_sound(1, 0);
init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");
init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");
init("load_sequence_now graphics\dink\hit\normal\ds-h2- 102 75 60 72 -19 -9 19 9");
init("load_sequence_now graphics\dink\hit\normal\ds-h4- 104 75 61 73 -19 -10 19 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h6- 106 75 58 71 -18 -10 18 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h8- 108 75 61 71 -19 -10 19 10");
debug("fists armed");
int &basehit;
}
void arm(void)
{
sp_attack_hit_sound(1, 0);
init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");
init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");
init("load_sequence_now graphics\dink\hit\normal\ds-h2- 102 75 60 72 -19 -9 19 9");
init("load_sequence_now graphics\dink\hit\normal\ds-h4- 104 75 61 73 -19 -10 19 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h6- 106 75 58 71 -18 -10 18 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h8- 108 75 61 71 -19 -10 19 10");
debug("fists armed");
int &basehit;
}
Hmm, I'll look that over. Sounds logical.
Edit: I copied the item-fst.c to my d-mod and altered the sequence there and the graphics work. Thanks a lot!
Now that I know these work, I have to edit about 200 more frames, ugh. Back to the drawing board I go (quite literally.)
Edit: I copied the item-fst.c to my d-mod and altered the sequence there and the graphics work. Thanks a lot!
Now that I know these work, I have to edit about 200 more frames, ugh. Back to the drawing board I go (quite literally.)
I have to edit about 200 more frames, ugh.
I know how you feel! I've edited almost all Dink's different frames for my D-Mod. Three times! Thank goodness that's over
I know how you feel! I've edited almost all Dink's different frames for my D-Mod. Three times! Thank goodness that's over
I know how you feel! I've edited almost all Dink's different frames for my D-Mod. Three times!
That is exactly why I wanted to test my first few frames before doing them all. I only want to do them once each!
That is exactly why I wanted to test my first few frames before doing them all. I only want to do them once each!
Does anyone have advice on how large or small to set the hardbox compared to the character? The depth dot I think I understand.
If I remember correctly, try making it so that it just covers the space around where the feet move. Essentially, that's your "hit box". Any other sprite's hardbox that comes into contact with that box is considered to be touching your character.
So then for each sequence, the feet should be covered, but not much more?
Pretty much. Be sure to test it out when you're finished and tweak as necessary.