The Dink Network

Reply to Re: Bug in dmod or freedink

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
October 28th 2012, 07:12 AM
anon.gif
shevek
Ghost They/Them
 
adding a preload_seq(444) in the beginning of the script fixes the problem

Ok, that explains what happens: the sprite sequence isn't loaded until the screen is updated. And for some reason the sprite can't talk until its sequence is in memory (makes sense if you don't think about it...)

It also explains why it didn't happen before: I suppose sprite 444 was already loaded somewhere earlier in the game.

preload_seq is intended to be a performance tweak. I find it unacceptable to require it to make things work. Luckily there is another solution: add wait(1) after the call to create_sprite does the job as well. I suppose this makes sure update_frame is called, which loads the sequence.

Well, it works in freedink at least.