The Dink Network

Reply to Re: Why Can't I Quit You, DinkC?

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:
 
 
January 30th 2014, 05:33 AM
spike.gif
This makes pillars with big weird hardboxes.

Pretty neat. I'd guess it's some kind of loading problem - if you run the script twice, or add preload_seq(82) at the beginning, the problem disappears. If I weren't lazy, I'd check whether all graphics that are load_sequenced (as opposed to load_sequence_now'd) behave the same way...

If you give a sprite a fake brain number (say, 80), make it hard, and then throw hellfire against it, the fireball will explode against it constantly forever.

This is more sensible; the dam-sfb.c script just doesn't account for fake brains, since the original game didn't use those.