Reply to Re: DinkC Reference Guide Now Available
If you don't have an account, just leave the password field blank.
Hmmm, I may have been mistaken with the init("set_sprite_info...") stuff, I just had weird things happening when trying to reset depth dots on existing Dink graphics is PQ to simulate large vertical movements as Dink walks to suggest walking underwater, and then reset them once back above water. I was too lazy to modify the actual graphics themselves for all 8 directions and thought... hey let's just change the depth dot to be slowly going further down (increase Y value) during the walk cycle, so just change 6 x 8 set_sprite_info lines. But it got messed up.
And then I thought that maybe the reason why Dink's sword hit frame couldn't be changed to be more spot on rather than having to use the fist hit frame was because the frame to play the hit sound couldn't be changed via init either... but I don't think I actually tested it.
=====================================
On a side note - playmidi() works with .ogg files as well as .mid, as does assigning a number named .ogg file via a screen's properties in DinkHD, and YD.
And then I thought that maybe the reason why Dink's sword hit frame couldn't be changed to be more spot on rather than having to use the fist hit frame was because the frame to play the hit sound couldn't be changed via init either... but I don't think I actually tested it.
=====================================
On a side note - playmidi() works with .ogg files as well as .mid, as does assigning a number named .ogg file via a screen's properties in DinkHD, and YD.