Reply to Re: How will Dink lose weight?
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well, i got a tiny problem...
in my fine-working intro script(s) i want dink,
(actually a slayer on my D-mod) to NOT be seen on the screen, so when the first script faded, i wrote in
&player_map = 460;
sp_x(1, -400);
sp_y(1, -400);
then as it was an - mark in front of the numbers, i thouth dink would be outside the screen, but he stands in the corner and he can move anywhere, it looks pretty silly as the goblins moving in the script is extremely small... (the screen is like in "Bird view"!)
it looks silly
here is the scripts:
void main(void)
{
if (&intro == 0)
{
//STORY TIME!!
fade_down();
&update_status = 1;
draw_status();
freeze(1);
sp_dir(1, 2);
Wait(2000);
say_stop_xy("this is a world of darkness...",0,360);
Wait(1000);
say_stop_xy("The monsters of the world are leaving...",0,360);
&intro = 1
&player_map = 460;
sp_x(1, -400);
sp_y(1, -400);
script_attach(1000);
load_screen();
draw_screen();
draw_status();
fade_up();
unfreeze(1);
kill_this_task();
}
}
and here is my second script
void main(void)
{
freeze(1);
int &goblin1 = create_sprite(380, 045, 0, 781, 1);
sp_base_walk(&goblin1, 780);
sp_speed(&goblin1, 1);
sp_size(&goblin1, 30);
int &goblin2 = create_sprite(367, 016, 0, 761, 1);
sp_base_walk(&goblin2, 760);
sp_speed(&goblin2, 1);
sp_size(&goblin2, 30);
int &goblin3 = create_sprite(406, 017, 0, 801, 1);
sp_base_walk(&goblin3, 800);
sp_speed(&goblin3, 1);
sp_size(&goblin3, 30);
int &slayer1 = create_sprite(040, 292, 0, 640, 1);
sp_base_walk(&slayer1, 641);
sp_speed(&slayer1, 1);
if (&intro == 1)
{
freeze(1);
say_stop_xy("They say, that there is a propercy",0,360);
move_stop(&goblin1,2,210,1);
move_stop(&goblin1, 8, 210, 1);
move_stop(&goblin1, 4, 410, 1);
move_stop(&goblin1, 6, 410, 1);
say_stop_xy("the world will fall, they say...",0,360);
move_stop(&goblin2,2,282,1);
move_stop(&goblin2, 8, 282, 1);
move_stop(&goblin2, 4, 412, 1);
move_stop(&goblin2, 6, 412, 1);
say_stop_xy("And all the Monsters leave by the sea...",0,360);
move_stop(&goblin3,2,204,1);
move_stop(&goblin3, 8, 204, 1);
move_stop(&goblin3, 4, 460, 1);
move_stop(&goblin3, 6, 460, 1);
say_stop_xy("but things HAS begun to happen...",0,360);
Wait(1000);
say_stop_xy("more attacks on monster tribes have appeared",0,360);
Wait(1000);
fade_down();
fill_screen(0);
say_stop_xy("this is the story of a slayer...",0,360);
Wait(1000);
say_stop_xy("his tribe was living in harmony, until...",0,360);
Wait(1000);
say_stop_xy("a group of pillbugs, giant pillbugs, was ruining",0,360);
Wait(1000);
say_stop_xy("the slayers lives.",0,360);
Wait(1000);
say_stop_xy("but one day, a young slayer decided to",0,360);
Wait(1000);
say_stop_xy("leave his friends and...",0,360);
Wait(1000);
say_stop_xy("blow off the pillbugs asses",0,360);
&intro = 2
fade_down();
fill_screen(0);
&player_map = 437;
sp_x(1, 365);
sp_y(1, 161);
script_attach(1000);
load_screen();
draw_screen();
draw_status();
fade_up();
kill_this_task();
say_stop("but i guess they don't have any asses, eh?", 1);
say_stop("they are just a ball of blobby material...", 1);
say_stop("oh, back to the game...", 1);
unfreeze(1);
}
}
how do i make Dink NOT stand in the corner?
and by the way, where do i put the
sp_base_death(1, 162);
push_active(0);
both of theese codes turn dink into normal dink, when i put it at START-1.c
in my fine-working intro script(s) i want dink,
(actually a slayer on my D-mod) to NOT be seen on the screen, so when the first script faded, i wrote in
&player_map = 460;
sp_x(1, -400);
sp_y(1, -400);
then as it was an - mark in front of the numbers, i thouth dink would be outside the screen, but he stands in the corner and he can move anywhere, it looks pretty silly as the goblins moving in the script is extremely small... (the screen is like in "Bird view"!)
it looks silly
here is the scripts:
void main(void)
{
if (&intro == 0)
{
//STORY TIME!!
fade_down();
&update_status = 1;
draw_status();
freeze(1);
sp_dir(1, 2);
Wait(2000);
say_stop_xy("this is a world of darkness...",0,360);
Wait(1000);
say_stop_xy("The monsters of the world are leaving...",0,360);
&intro = 1
&player_map = 460;
sp_x(1, -400);
sp_y(1, -400);
script_attach(1000);
load_screen();
draw_screen();
draw_status();
fade_up();
unfreeze(1);
kill_this_task();
}
}
and here is my second script
void main(void)
{
freeze(1);
int &goblin1 = create_sprite(380, 045, 0, 781, 1);
sp_base_walk(&goblin1, 780);
sp_speed(&goblin1, 1);
sp_size(&goblin1, 30);
int &goblin2 = create_sprite(367, 016, 0, 761, 1);
sp_base_walk(&goblin2, 760);
sp_speed(&goblin2, 1);
sp_size(&goblin2, 30);
int &goblin3 = create_sprite(406, 017, 0, 801, 1);
sp_base_walk(&goblin3, 800);
sp_speed(&goblin3, 1);
sp_size(&goblin3, 30);
int &slayer1 = create_sprite(040, 292, 0, 640, 1);
sp_base_walk(&slayer1, 641);
sp_speed(&slayer1, 1);
if (&intro == 1)
{
freeze(1);
say_stop_xy("They say, that there is a propercy",0,360);
move_stop(&goblin1,2,210,1);
move_stop(&goblin1, 8, 210, 1);
move_stop(&goblin1, 4, 410, 1);
move_stop(&goblin1, 6, 410, 1);
say_stop_xy("the world will fall, they say...",0,360);
move_stop(&goblin2,2,282,1);
move_stop(&goblin2, 8, 282, 1);
move_stop(&goblin2, 4, 412, 1);
move_stop(&goblin2, 6, 412, 1);
say_stop_xy("And all the Monsters leave by the sea...",0,360);
move_stop(&goblin3,2,204,1);
move_stop(&goblin3, 8, 204, 1);
move_stop(&goblin3, 4, 460, 1);
move_stop(&goblin3, 6, 460, 1);
say_stop_xy("but things HAS begun to happen...",0,360);
Wait(1000);
say_stop_xy("more attacks on monster tribes have appeared",0,360);
Wait(1000);
fade_down();
fill_screen(0);
say_stop_xy("this is the story of a slayer...",0,360);
Wait(1000);
say_stop_xy("his tribe was living in harmony, until...",0,360);
Wait(1000);
say_stop_xy("a group of pillbugs, giant pillbugs, was ruining",0,360);
Wait(1000);
say_stop_xy("the slayers lives.",0,360);
Wait(1000);
say_stop_xy("but one day, a young slayer decided to",0,360);
Wait(1000);
say_stop_xy("leave his friends and...",0,360);
Wait(1000);
say_stop_xy("blow off the pillbugs asses",0,360);
&intro = 2
fade_down();
fill_screen(0);
&player_map = 437;
sp_x(1, 365);
sp_y(1, 161);
script_attach(1000);
load_screen();
draw_screen();
draw_status();
fade_up();
kill_this_task();
say_stop("but i guess they don't have any asses, eh?", 1);
say_stop("they are just a ball of blobby material...", 1);
say_stop("oh, back to the game...", 1);
unfreeze(1);
}
}
how do i make Dink NOT stand in the corner?
and by the way, where do i put the
sp_base_death(1, 162);
push_active(0);
both of theese codes turn dink into normal dink, when i put it at START-1.c