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Okay this has me stumped.
I've replaced original Dink graphics without a hitch, usually replicating the number of frames per sprite slot, and sometimes changing these without any issue.
I was taking a look at the graphics Ric developed for the cancelled "Windemere" project and thought, hmmm, back in 2006 when png format was not a workable thing for Dink 1.08, I wonder what these would look like now in DinkHD.
As Ric made a new character which had new images for walk, idle, attack, magic both weaponless and with a sword/shield combo I thought let's swap the old Dink out for these ones, but for some reason idle direction 2 just doesn't want to play.
Now the graphics will load into other slots than 12 via dink.ini but for some reason they wont load into slot 12.
load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9
this line does load the original graphics without an issue, even with all the others directions loading 1, 3, 4, 6, 7, 8, 9 (Ric's graphics are in all 8 directions for all his sprites).
Now Ric's idle images use 10 frames, but this isn't the issue I think, as if I change the folder structure just for those graphics back to match the original games but replace the name with the new sprites they show up.
load_sequence_now graphics\dink\idle\midl2- 12 250 33 70 -12 -9 12 9
So is the engine hard coded just on this slot 12 to use that folder structure? And if so, are they any other slots it is hard coded for?
I've replaced original Dink graphics without a hitch, usually replicating the number of frames per sprite slot, and sometimes changing these without any issue.
I was taking a look at the graphics Ric developed for the cancelled "Windemere" project and thought, hmmm, back in 2006 when png format was not a workable thing for Dink 1.08, I wonder what these would look like now in DinkHD.
As Ric made a new character which had new images for walk, idle, attack, magic both weaponless and with a sword/shield combo I thought let's swap the old Dink out for these ones, but for some reason idle direction 2 just doesn't want to play.
Now the graphics will load into other slots than 12 via dink.ini but for some reason they wont load into slot 12.
load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9
this line does load the original graphics without an issue, even with all the others directions loading 1, 3, 4, 6, 7, 8, 9 (Ric's graphics are in all 8 directions for all his sprites).
Now Ric's idle images use 10 frames, but this isn't the issue I think, as if I change the folder structure just for those graphics back to match the original games but replace the name with the new sprites they show up.
load_sequence_now graphics\dink\idle\midl2- 12 250 33 70 -12 -9 12 9
So is the engine hard coded just on this slot 12 to use that folder structure? And if so, are they any other slots it is hard coded for?