The Dink Network

Reply to Re: Making a new dmod with Missdink

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 12th 2005, 08:13 AM
spike.gif
We putted new sprites in the dmod.

The sprites that cannot walk are easy to be putted into a dmod.
But sprites that can walk and fight they are though to be putted into.

We can't make them walk or fight. We did put them in the dink.ini file.

How can I make them walk or fight?


Walking/fighting works like this: you load the graphics in dink.ini and then give the sprite an sp_base_walk(&current_sprite, <the sprite number in dink.ini> ); and sp_base_attack(&current_sprite, <the sprite number in dink.ini> );

Check some of the scripts from original Dink for examples. The enemy scripts are good. (eg. en-bonca.c)

Is there a maximum number of sprites that we can put in the dinkeditor?

Yes, 99 sprites per screen. That makes 73062 sprites for the whole map. Putting too many sprites per screen isn't advisable though. (Over 70 sprites may already cause some problems)

We are going to create a dmod that contains all the purple blocks in the dinkeditor.

Good luck. I hope you'll release a demo for it since making that a large dmod will propably take time.

How can we make a map that dink can find and he can uses to see where he is going by
pressing M. Such as in the main game and stone of balance.


Check button6.c in source.zip in the 'development' folder.