New Dev File: Animated Heavy Portcullis
Despite being drunk all the time, our good friend Schnapper has finally decided to release a file: the Animated Heavy Portcullis.
The file contains graphics of a castle wall, a portcullis and a fitting sound effect. It's a really useful file so D-Mod authors: take notice!
The file contains graphics of a castle wall, a portcullis and a fitting sound effect. It's a really useful file so D-Mod authors: take notice!
I demand screenshots (upload system should be working now)! Seriously, having all these new files rocks.
I like it! Kudos to you, Schnapper.
Schnapper shoulda been a woman - he can stirr very well on the forum, AND be creative with making files.... whilst being under the influence of the odd glass (or 5) of schnapps- thats multitasking at a level I didnt know males could accomplish/achieve He is everywhere eeeekkkk.
Well done Schnapper !
Well done Schnapper !
I just checked this out. Very nice file, it should be quite useful.
Thanks guys! All the encouragement is heart-warming. Have schnapps everyone
To use this graphic, you look up tutorials that explain how to add new graphics into your game.
I think there was something in the DinkC.chm file in your /develop folder, but I'm not 100% sure.
I think there was something in the DinkC.chm file in your /develop folder, but I'm not 100% sure.
You know how to extract it, yes?
Place the .BMP images into your' dmod folder sub-directory "GRAPHICS" and the .wav file into sub-directory "SOUND". Now return to the parent folder (which contains all your' DMOD data) and open "DINK.INI" with Notepad and enter the following:
Open the "STORY" sub-directory and open START.C in Notepad. Under the line
Now I'm assuming you use WinDinkEdit here.
Place the new graphics where you want them in your' game. The walls are just the same as the default ones, except you have to play around with their' hardness and depth-que a bit. To make the gate animate, right-click on it, select "Properties" and set "Touch Sequence" to 454 and "Sound" to 50. Now in regards to make Dink move through the gate, you should check out the legendary SimonK's Warping tutorial.
Place the .BMP images into your' dmod folder sub-directory "GRAPHICS" and the .wav file into sub-directory "SOUND". Now return to the parent folder (which contains all your' DMOD data) and open "DINK.INI" with Notepad and enter the following:
load_sequence_now graphics\GATE- 454 80 67 146 -16 -13 63 23 load_sequence_now graphics\WALL- 455. Save and close. You should now be able to access the images like the default Dink ones.
Open the "STORY" sub-directory and open START.C in Notepad. Under the line
load_sound("BIRD1.WAV", 49);add this:
load_sound("CULA.WAV", 50);.
Now I'm assuming you use WinDinkEdit here.
Place the new graphics where you want them in your' game. The walls are just the same as the default ones, except you have to play around with their' hardness and depth-que a bit. To make the gate animate, right-click on it, select "Properties" and set "Touch Sequence" to 454 and "Sound" to 50. Now in regards to make Dink move through the gate, you should check out the legendary SimonK's Warping tutorial.
This information should be in the readme of the file itself. That would really help the quality of the file. How am I supposed to get those .ini lines myself? It's much better if you provide them in the readme.
Maybe you should make a new version with this information in the readme?
Maybe you should make a new version with this information in the readme?