Reply to Re: 95% done but stuck on my first Dmod
If you don't have an account, just leave the password field blank.
1) Just take a standard enemy and add this in the void die() procedure:
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
screenlock(0);
playsound(43, 22050,0,0,0);
}
This will make sure the screenlock disapears when you kill all the enemies. the line screenlock(1); will set the screenlock. A good place to place this is in the void main(void) procedure in the enemy's script.
2) Well if you don't have any fancy software you've just gotta keep it simple I suppose... To edit the titlescreen edit TITLE-01.bmp in the GRAPHICS folder of your DMOD.
3) Well do something like this:
//first create a choice menu:
choice_start()
"Buy sword1"
"Buy sword2"
"leave"
choice_end()
if (&result == 1)
{
//Procedure for adding sword1
}
if (&result == 2)
{
//Procedure for adding sword2
}
4) Look in the DinkC reference under 'Techniques'-'enemies'-'Attackers'. It will tell you the basics of making an attacking enemy. (Or easier copy a knight from the original game)
if (get_sprite_with_this_brain(9, ¤t_sprite) == 0)
{
screenlock(0);
playsound(43, 22050,0,0,0);
}
This will make sure the screenlock disapears when you kill all the enemies. the line screenlock(1); will set the screenlock. A good place to place this is in the void main(void) procedure in the enemy's script.
2) Well if you don't have any fancy software you've just gotta keep it simple I suppose... To edit the titlescreen edit TITLE-01.bmp in the GRAPHICS folder of your DMOD.
3) Well do something like this:
//first create a choice menu:
choice_start()
"Buy sword1"
"Buy sword2"
"leave"
choice_end()
if (&result == 1)
{
//Procedure for adding sword1
}
if (&result == 2)
{
//Procedure for adding sword2
}
4) Look in the DinkC reference under 'Techniques'-'enemies'-'Attackers'. It will tell you the basics of making an attacking enemy. (Or easier copy a knight from the original game)