Reply to Re: Few things id like help on
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1) I suppose you could do something like...
I kind of threw that together, but basically what happens is: We get Dink's coordinates, and subtract from the y-value so the text is higher. You'll need to fine tune that. Then we create text (in this case "300 WAFFLES") at said coordinates. We set sp_kill to 1000, so that it dies in 1 second. Then we subtracted another 50 from the y-value so the text will have a place to go when we move it. Some of that might not work, like I said, it was just of the top of my head and there may be a better way.
2) My video tutorial on visions (I never posted it here so it's just sitting on my YouTube channel) covers changing visions without leaving the screen, but the gist of it is:
You change the variable to whatever is needed for the new vision, say &story = 1; The screen needs a script with if-statements for visions, just like normal vision changing. Then you load and draw the screen, and it will change to the new vision. Example:
3) I<3U2
int &x = sp_x(1, -1); int &y = sp_y(1, -1); &y -= 30; //These are Dink's coordinates. I subtracted 30 from the y-value so the text is up higher, but you'll have to tweak //it for it to look right. int &text = say_xy("`%300 WAFFLES",&x, &y); sp_kill(&text, 1000); &y -= 50; move(&text, 8, &y, 1);
I kind of threw that together, but basically what happens is: We get Dink's coordinates, and subtract from the y-value so the text is higher. You'll need to fine tune that. Then we create text (in this case "300 WAFFLES") at said coordinates. We set sp_kill to 1000, so that it dies in 1 second. Then we subtracted another 50 from the y-value so the text will have a place to go when we move it. Some of that might not work, like I said, it was just of the top of my head and there may be a better way.
2) My video tutorial on visions (I never posted it here so it's just sitting on my YouTube channel) covers changing visions without leaving the screen, but the gist of it is:
You change the variable to whatever is needed for the new vision, say &story = 1; The screen needs a script with if-statements for visions, just like normal vision changing. Then you load and draw the screen, and it will change to the new vision. Example:
//screen void main(void) { if(&story == 1) { &vision = 1; } } //sprite to talk to void talk(void) { say_stop("Oh hey bro, I'll go ahead and change your vision.",¤t_sprite); &story = 1; load_screen(); draw_screen(); } }
3) I<3U2