📧 Message Board Archive

I'm here to officially announce....
...my retirement from DMOD making.



With a proud history of 0 DMODS created (or even half created for that matter) I've decided to have take it easy for a while. Of course the real reason is that i'm $4!t and I can't make them to save my life!!! I thought I was making O.K. progress with it until I turned the game on to realise that all my sprites thought it would be a good idea to turn into ducks. Argh! I know why it did it now but it p!$$ed me off and now I can't be fcuked with it anymore.



Oh well, maybe I'll give it another go again sometime in the future...



:(
Re: I'm here to officially announce....
Just change the script that changed them into ducks to the following:

void main( void )

{

}



It's easier than removing the scripts by hand.



Assign your ducks the old script with a new name.



If you're REALLY frustrated, then quit for a while, by all means.
Re: I'm here to officially announce....
I'll work with you on a mod.



Any good ideas?
Re: I'm here to officially announce....
: I'll work with you on a mod.



: Any good ideas?



Thanks for the help MB!



RE: Working together on a MOD, well to be honest I'd been concentrating more so on learning how to get things to work than a plot for the DMOD. I never put too much thought into a DMOD but I'll have a think for a bit.



On what terms would it be?



Correspondance?
How's this...



"dink.dat", "hard.dat", and "map.dat" are small(combined < 10K, usually) so they can be swapped by email.



Ok, let's see... I like to just get the general ideas down first(i.e., plot, gameplay changes).  After one knows what the game is going to be like, the rest is easier.  There are a few things I'd like to include in a mod... but I can mention those later.
Sorry for the late reply.........
: How's this...



: "dink.dat", "hard.dat", and "map.dat" are small(combined < 10K, usually) so they can be swapped by email.



: Ok, let's see... I like to just get the general ideas down first(i.e., plot, gameplay changes). After one knows what the game is going to be like, the rest is easier. There are a few things I'd like to include in a mod... but I can mention those later.





It could work but the thing is...I'm sh!t at making DMODS, no I mean like really bad!



Like I said though, I'll have a think!



De nada/De rien
: It could work but the thing is...I'm sh!t at making DMODS, no I mean like really bad!



You've never seen my first attempt at making a D-mod.  It was really buggy, really stupid, etc.



The trick is to do things in an organized way.



Mine is:



Start by creating the map without any sprites(this way, sprites won't copy from screen to screen)



Put in all the inanimate barriers(fences).



Put in inanimate, unscripted, non-warp, objects(houses).



Put in scripted monsters.



After that is done I find the rest to be pretty easy.



I used to work from the first area outwards, but I had problems with that.  In general, it pays to do the unscripted stuff first, the warps all in one time interval and the monsters all in one time interval.



If you can't write scripts, I can do a lot of that stuff, and you can always ask on the forum, but somehow, I doubt that is your problem...
Re: De nada/De rien - What?!?
OK, thanks again.



This thread is getting lost a bit now so if you ever see this message, it's probably best if you e-mail me with any suggestions etc.



Cheers. :)



De nada/De rien = it's nothing(in french/in spanish)
Right, email...