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About Tutorial D-mod....
Just reda the reviews by bin and ehasl andwhat can I say?

I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

But i will do a much better one soon
Re: About Tutorial D-mod....
: Just reda the reviews by bin and ehasl andwhat can I say?

:  I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

:  By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

:  But i will do a much better one soon



I haven't downloaded the Tutorial D-mod yet, but I am having very difficult hardness problems. Every time I try to put hardness on a house, I end up hardening most of the screen. How does this happen? I harden only what I want to be hardened but when I press space to check it hardness shows up everywhere. And when I soften what I don't want hardened everything turns soft. Any ideas? Thanks.
Re: About Tutorial D-mod....
: Just reda the reviews by bin and ehasl andwhat can I say?

:  I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

:  By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

:  But i will do a much better one soon



I think it all depends on what level you are. I'm just a beginner - still strugling with things ehasl, I am sure, finds really easy - and ehasl has much more experience and is, I presume, an expert in scripting. So he will ofcourse look at the tutorial in a different way.

But for me it made some things a lot easier to understand.

But I do think different opions are always a good thing.

Anyway, I'm looking forward to you advanced version! :)
Re: About Tutorial D-mod....
: : Just reda the reviews by bin and ehasl andwhat can I say?

: : I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

: : By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

: : But i will do a much better one soon

: I think it all depends on what level you are. I'm just a beginner - still strugling with things ehasl, I am sure, finds really easy - and ehasl has much more experience and is, I presume, an expert in scripting. So he will ofcourse look at the tutorial in a different way.

: But for me it made some things a lot easier to understand.

: But I do think different opions are always a good thing.

: Anyway, I'm looking forward to you advanced version! :)



Uhh.. I wouldn't actually say i'm an expert, but thanks for that anyway.. :p

And i will NOT change my review..
Re: About Tutorial D-mod....
: : : Just reda the reviews by bin and ehasl andwhat can I say?

: : : I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

: : : By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

: : : But i will do a much better one soon

: : I think it all depends on what level you are. I'm just a beginner - still strugling with things ehasl, I am sure, finds really easy - and ehasl has much more experience and is, I presume, an expert in scripting. So he will ofcourse look at the tutorial in a different way.

: : But for me it made some things a lot easier to understand.

: : But I do think different opions are always a good thing.

: : Anyway, I'm looking forward to you advanced version! :)

: Uhh.. I wouldn't actually say i'm an expert, but thanks for that anyway.. :p

: And i will NOT change my review..



Why would you? Everybody's opinion is worth reading. :) Don't get so upset, ehasl! ;)
Re: About Tutorial D-mod....
: : : Just reda the reviews by bin and ehasl andwhat can I say?

: : : I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

: : : By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

: : : But i will do a much better one soon

: : I think it all depends on what level you are. I'm just a beginner - still strugling with things ehasl, I am sure, finds really easy - and ehasl has much more experience and is, I presume, an expert in scripting. So he will ofcourse look at the tutorial in a different way.

: : But for me it made some things a lot easier to understand.

: : But I do think different opions are always a good thing.

: : Anyway, I'm looking forward to you advanced version! :)

: Uhh.. I wouldn't actually say i'm an expert, but thanks for that anyway.. :p

: And i will TOO'">NOT change my review..



(Testing if the board supports DHTML.. put your pointer over NOT)
Re: About Tutorial D-mod....
: : : : Just reda the reviews by bin and ehasl andwhat can I say?

: : : : I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

: : : : By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

: : : : But i will do a much better one soon

: : : I think it all depends on what level you are. I'm just a beginner - still strugling with things ehasl, I am sure, finds really easy - and ehasl has much more experience and is, I presume, an expert in scripting. So he will ofcourse look at the tutorial in a different way.

: : : But for me it made some things a lot easier to understand.

: : : But I do think different opions are always a good thing.

: : : Anyway, I'm looking forward to you advanced version! :)

: : Uhh.. I wouldn't actually say i'm an expert, but thanks for that anyway.. :p

: : And i will TOO'">NOT change my review..

: (Testing if the board supports DHTML.. put your pointer over NOT)

(Whoops.. now ;))

Re: About Tutorial D-mod....
: : : : : Just reda the reviews by bin and ehasl andwhat can I say?

: : : : : I'll start work on an advanced one for next month I think. And ehasl, what hardness bugs would they be? I assume they are silly things like the house and rocks and stuff, and to be honest, I don't care! This tutorial is all about scripting (is should have made that more obvious) and as bin says, it does that well. There are bugs in it, but the principle is there, and that is all it is supposed to show.

: : : : : By the way bin, it sort of explains sound (though not much) in the sound directory it tells you where to put midi's and in an annotated script it tells you how to play them...

: : : : : But i will do a much better one soon

: : : : I think it all depends on what level you are. I'm just a beginner - still strugling with things ehasl, I am sure, finds really easy - and ehasl has much more experience and is, I presume, an expert in scripting. So he will ofcourse look at the tutorial in a different way.

: : : : But for me it made some things a lot easier to understand.

: : : : But I do think different opions are always a good thing.

: : : : Anyway, I'm looking forward to you advanced version! :)

: : : Uhh.. I wouldn't actually say i'm an expert, but thanks for that anyway.. :p

: : : And i will TOO'">NOT change my review..



(Testing if the board supports DHTML.. put your pointer over NOT)

(Whoops.. now ;))

(OK... Now it works correctly.. ;)
Re: About Tutorial D-mod....
: I think it all depends on what level you are. I'm just a beginner - still strugling with things ehasl, I am sure, finds really easy - and ehasl has much more experience and is, I presume, an expert in scripting. So he will ofcourse look at the tutorial in a different way.

: But for me it made some things a lot easier to understand.

: But I do think different opions are always a good thing.

: Anyway, I'm looking forward to you advanced version! :)



Well I'm very glad it's been of help. I can't help but feel that ehasl was a bit harsh on it, considering it is meant for beginners.

Are you going to be making a d-mod soon then bin?

And what things would you like to see in the Advanced tutorial d-mod?
Suggestions for Advanced Scripting Tutorial D-mod and... well... ehm... perhaps a new D-mod??
: Are you going to be making a d-mod soon then bin?

: And what things would you like to see in the Advanced tutorial d-mod?



Aah... Now you're talking! ;)

Well, I started making a D-mod (although I consider it still as an experiment since I'm still learning scripting) as soon as I finished the original and discovered I could make my own. I thought that was REALLY cool! And so it is, but... ouch! scripting! I know what I want to do in the game, but don't know how to make it work (yeah, I do know all the basic stuff about talk, hit, touch, choice, blocker, warp, move, sound, create sprite, script run before screen etc. etc.)



The thing I'm struggling most with is variables/globals (what's exactly the difference between them?) and how to make different storylines work at the same time. You're tutorial showed me the command to make a storyline go from 1 to 2 etc. in a way I didn't even knew could work. I just put:

if (&story == 0) at the beginning and:

&story = 1 at the end of a script. And in the next one the same, but then replaced the 0 by 1 and the 1 by 2. That's really linear and don't offer room for subs.



So, that's one thing I would really like to see explained thoroughly, including how to make scripts with, for example, if (&story == 0) AND if (&man == 5) BUT when &fish == < 8. I know those are explained in other files, and I do understand the principles of them, but I can't make them work yet.

And though I know the ==, > and <, and I think I know the >= and <= ('equals or more' and 'equals or less', right?) I don't know the !=, +=, -+, / and *. (Math never was my favorite ;) )



And while I'm at it, I still haven't figured out what &junk, &crap, &num, char string and my_proc() means and what you use it for.



O yes, and how to make vision-switch. Once again: I understand the principle, but don't know how to make it work. If Dink does THIS, then vision should be 1 THERE. Or: If Dink finds THIS, then the blocker should be gone THERE (or the guy should give him THAT); that kinda stuff.



And about the D-mod... I still think it's a bit too soon to call that what I'm doing a D-mod, but oh, well... any attempt sort of is one, isn't it?

anyway... bout my D-mod (THERE, I've said it: MY D-mod ;) ) is about Dink going, after his adventure in The Isle of Croth, to the town where Dorinthia made them a new home. But Dorinthia found out what he has been doing on Croth (yeah, everybody knows what he'd been doing there!) and leaves him. So now he is a divorced man, free to roam the earth again... And then he receives a letter from his grandfather who he never saw in his life 'cause his parents moved soon after he was born to Stonebrook. His granddad asks for his help, but before he can go there he has to find out where exactly that is (ever wondered where Dink was born? well, it wasn't in Stonebrook as far as I'm concerned).



I've got no idea how far I'm going to get with this, but I'm still working on it. But with your Advanced Scripting Tutorial I guess I should get quite a move on it! ;)



Well, having said all this - apart from the fact that I hope you've got some suggestions for your new tutorial :) - ... should or shouldn't I put the info about the D-mod in the timeline to see if it's ok? I mean... I don't know if it'll ever be a proper D-mod nor do I know what kind (yeah, ofcourse about Dink, but a demo or a romp - or perhaps, who knows, even something larger?)

What's your - or for that fact, anybody elses - opinion?
Re: Suggestions for Advanced Scripting Tutorial D-mod and... well... ehm... perhaps a new D-mod??
I'm not quite the master scripter myself! I don't know much about != and things like that, but you can get by without understanding everything perfectly (if you want to see a proper d-mod by me, get cloud castle!).

Your idea for a d-mod sounds pretty cool, and I hope it goes well, the advanced tutorial probably won't be out for a while, but I'm always willing to help.

And EVERYBODY PLAY CLOUD CASTLE!!!



And ehasl - who asked you too change you review you big crybaby!:p (i don't mean it really)
Re: Suggestions for Advanced Scripting Tutorial D-mod and... well... ehm... perhaps a new D-mod??
:  I'm not quite the master scripter myself! I don't know much about != and things like that, but you can get by without understanding everything perfectly (if you want to see a proper d-mod by me, get cloud castle!).

:  Your idea for a d-mod sounds pretty cool, and I hope it goes well, the advanced tutorial probably won't be out for a while, but I'm always willing to help.

: And EVERYBODY PLAY CLOUD CASTLE!!!

: And ehasl - who asked you too change you review you big crybaby!:p (i don't mean it really)



Which review? :S
Re: Suggestions for Advanced Scripting Tutorial D-mod and... well... ehm... perhaps a new D-mod??


: Which review? :S



I can't remember!!

:)
Re: Suggestions for Advanced Scripting Tutorial D-mod and... well... ehm... perhaps a new D-mod??
And EVERYBODY PLAY CLOUD CASTLE!!!



Yeah, now everyone knows you've made Cloud Castle (you've been posting that everywhere), now get to work! :p



Simeon
Re: storyline? timeline?
the advanced tutorial probably won't be out for a while, but I'm always willing to help.

: And EVERYBODY PLAY CLOUD CASTLE!!!



Ok!, so can you PLEASE explain me bout different storylines (variables/globals) at the same time? Just an example how to script them? I would be much obliged!!



And... oh... well... bout Cloud Castle... well... hm...  SURE I'll play Cloud Castle!!!! (but only if you give me an example bout storyline/variables/gloabls - heheh! :) ;) )



And should I already put my idea in the timeline?

Re: storyline? timeline?
: the advanced tutorial probably won't be out for a while, but I'm always willing to help.

: : And EVERYBODY PLAY CLOUD CASTLE!!!

: Ok!, so can you PLEASE explain me bout different storylines (variables/globals) at the same time? Just an example how to script them? I would be much obliged!!

: And... oh... well... bout Cloud Castle... well... hm... SURE I'll play Cloud Castle!!!! (but only if you give me an example bout storyline/variables/gloabls - heheh! :) ;) )

: And should I already put my idea in the timeline?



I'll explain the variables and globals. The global variables can be used in the entire game (that means: every script) and local variables can only be used in the script where you've created them. You should create all the global variables in main.c (where all the globals are) by using: make_global_int("&name"); where &name is the global variable (which you can use in every script). Local variables can only be used in the current script and can be created like this: int &name; where &name is the local variable. These variables can be used at the same time.



Example for globals:



//script 1

if (&story == 1)

    {

    &story = 2;

    }



//script 2

if (&story == 2)

    {

    say_stop("Ah, thanks for helping me, Dink", &current_sprite);

    }



The globals can be used in all the scripts you've got. Locals only in one script - remember the difference ;) and they work just the same, only that you create them with int.



The storyline should be created with the global variables to use them on more than 1 screen.



Example:



//man on screen 1

if (&story == 0)

    {

    say_stop("Help me to find the nut, Dink!", &current_sprite);

    &story = 1;

    }

if (&story == 2)

    {

    say_stop("Here's a nut", 1);

    say_stop("Thanks Dink", &current_sprite);

    &story = 3;

    }



//man on screen 2

if (&story == 1)

    {

    say_stop("I wanna have a nut!", 1);

    say_stop("Here, you can have my nut", &current_sprite);

    //add_item code here

    &story = 2;

    }



And then you can go back to give the nut to the other person. You can do the whole D-Mod like this ;)



Of course, these examples should be placed in things like void talk(void). Just ask if something isn't clear :o.



Simeon
Re: storyline? timeline?
Great! Thank you very much, Simeon!

(I'll study them and give it a try in my scripts.)

Thanks! :)

Re: storyline? timeline?
Addition: Local variables can be used in more than one script BUT only if those 2 scripts are on the SAME screen. So you can int a local variable in script 1 on a screen and use it in script 2 on the same screen.



Example:



//script 1 on screen 1

void main(void)

{

int &example = random(3,1);

//gives &example a random value: 1,2 or 3

}





//script 2 on screen 1

void talk(void)

{

freeze(1)

if (example == 1)

    {

    say_stop("'4You're lucky, example is 1!", &current_sprite);

    //'4 is the colo(u)r code

    }

if (&example == 2)

    {

    //just something like &example == 1

    }

if (&example == 3)

    {

    //see &example == 2

    }

unfreeze(1)

}



The &current_sprite can be used in a conversation to let the sprite where the script has been attached to say something. (So if the script has been attached to a tree, the tree would say something).



Simeon
Thanks again! <sup>[NT]</sup>
[No message content]
Re: storyline? timeline?
I think Simeon has just about covered it there! Great work! Also bin, Cloud Castle is open sourced, so you can look through the scripts and apply what simeon has told you to them.

Also, tell me what you think of the d-mod (through a review if possible) as I love to hear from fellow dinkers.

And as for the timeline, get the mod about 70% done and then put it up is my suggestion.
Re: storyline? timeline?
: I think Simeon has just about covered it there! Great work! Also bin, Cloud Castle is open sourced, so you can look through the scripts and apply what simeon has told you to them.

:  Also, tell me what you think of the d-mod (through a review if possible) as I love to hear from fellow dinkers.

: And as for the timeline, get the mod about 70% done and then put it up is my suggestion.



Yep, I agree: he did. :)

I'll tell you what I think about Cloud Castle, no problem.

And thanks for the suggestion about the D-mod; I will do that (when some decent scripts are in it!)
Re: storyline? timeline?
: I'll tell you what I think about Cloud Castle, no problem.

: And thanks for the suggestion about the D-mod; I will do that (when some decent scripts are in it!)



Cheers! I love feedback on my d-mods.

Either review it or e-mail me your thoughts please
Re: About Tutorial D-mod....
And it should be version 1.0 redink!