Reply to Re: Moving Dink to...
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I've done that.
I used two moves to get it to the right y axis, then two to get it to the right X. This takes him to the center of the screen:
sp_freeze(1);
move_stop(1,2,200,1);
move_stop(1,8,200,1);
move_stop(1,6,300,1);
move_stop(1,4,300,1);
sp_dir(1,2);
If Dink already is past the coordinate, the script skips to the next line, so he doesn't go back and forth. But are there objects in the way? And with a bit of tinkering, this may work better with diagonals.
The other thing you could do is put some large invisable objects around the screen each with a touch script something like:
void touch()
{
if(&story < 3){return;}
sp_touch_damage(¤t_sprite,0);
sp_freeze(1);
move_stop(1,2,200,1);
}
A few of these could 'shepard' Dink to his friend. But of course &story would need to be >= 3 for him to get out.
I used two moves to get it to the right y axis, then two to get it to the right X. This takes him to the center of the screen:
sp_freeze(1);
move_stop(1,2,200,1);
move_stop(1,8,200,1);
move_stop(1,6,300,1);
move_stop(1,4,300,1);
sp_dir(1,2);
If Dink already is past the coordinate, the script skips to the next line, so he doesn't go back and forth. But are there objects in the way? And with a bit of tinkering, this may work better with diagonals.
The other thing you could do is put some large invisable objects around the screen each with a touch script something like:
void touch()
{
if(&story < 3){return;}
sp_touch_damage(¤t_sprite,0);
sp_freeze(1);
move_stop(1,2,200,1);
}
A few of these could 'shepard' Dink to his friend. But of course &story would need to be >= 3 for him to get out.