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March 4th 2012, 03:10 PM
pq_knight.gif
ExDeathEvn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
So I've been doing more work on FoD now that I fixed the pervious problem (another Dmod, same folder name, corrupting it) and it seems that, on my Windows 7 laptop anyway, the start screen spazzes between the loading screen image and the title screen. Kinda makes it difficult to select start or load like this.
Any suggestions? The titlescreen DOES select one of a few available background images once it gets to the menu.

It seems to stop if I delete SAVE9999, but that save is there to prevent seeing the pre-menu images every time you start the game. Have yet to test this issue on my Vista and XP computers since I'm posting this from college.

//this is run when dink is loaded, directly after the dink.ini file
//is processed.

void main( void )
{

  if (get_truecolor() != 1) 
{ 

     say_xy("`%TRUECOLOR MODE RECOMMENDED", 0, 100);
     wait(4000);
     kill_game();
} 

 debug("Loading sounds..");
//SOUNDS REMOVED TO PREVENT SPOILERS

//Playsound(36,22050,0,0,0);

int &crap;

//This has been moved to coincide with the pre-title images
//If you're going to play a title midi, uncomment & change the following:
playmidi("ff5-2-15-searching_the_light.mid");

//The game-exist has been placed to ensure the Intro images play only the first time FoD is run
if (game_exist(9999) == 0)
{
 save_game(9999);
fill_screen(0);
fade_down();
sp_nodraw(1, 1);
freeze(1);
wait(3000);
fade_up();
int &timage = create_sprite(318, 200, 0, 98, 1);
sp_pseq(&timage, 98);
sp_frame(&timage, 1);
sp_noclip(&timage, 1);
wait(6000);
fade_down();
sp_active(&timage, 0);
wait(200);

int &timage2 = create_sprite(318, 200, 0, 98, 2);
sp_pseq(&timage2, 98);
sp_frame(&timage2, 1);
sp_noclip(&timage2, 1);
wait(100);
fade_up();
wait(6000);
fade_down();
sp_active(&timage2, 0);
wait(200);

int &timage3 = create_sprite(318, 200, 0, 98, 3);
sp_pseq(&timage3, 98);
sp_frame(&timage3, 1);
sp_noclip(&timage3, 1);
wait(100);
fade_up();
wait(6000);
fade_down();
sp_active(&timage3, 0);
wait(2000);
}
//This if statement fixes the Midi delay if the game has been run before
if (game_exist(9999) == 1)
{
wait(3000);
}

//Make sure the screen isn't locked now. Kinda fixes a bug where if you die
//when the screen is locked, the "screenlock" bars remain on the title.

screenlock(0);

//Get the "sprite #1" (which is actually Dink) set to be a mouse pointer

unfreeze(1);
sp_nodraw(1, 0);
sp_seq(1, 0);
sp_brain(1, 13);
sp_pseq(1,10);
sp_pframe(1,8);
sp_que(1,20000);
sp_noclip(1, 1);

//This is where we create the TITLE SCREEN. This line is ok if you're using
//a 640 x 480 full-sized bitmap as the title (as I do, usually). If you
//don't, be sure to change this line to fit.

//Select one of the FoD backgrounds at random for the titlescreen

	int &r = random(4, 1);
	&dinklogo = create_sprite(426,344, 0, 453, &r);

//&dinklogo = create_sprite(426,344, 0, 453, 1);
sp_que(&dinklogo, -800);
sp_noclip(&dinklogo, 1);

//Fade Up from the final pre-menu image, and delay the button appearances, then set midi's to loop
fade_up();
wait(3000)
loopmidi = 1;

//Create the START button....

//&crap... Script Cut Here