Duplicate changed screen?
Is possible to duplicate screens changes?
I have two different numbered screens (284 and 412), although, they are have the same sprite, a pillbug at 200:200.
I want to know if is possible to kill this pillbug at screen 284, and it be dead at screen 412 without new global variables.
Any idea?
I really would use a new global.
EDIT:
Or use some global you all ready have in a clever way.
Thanks I know I'm helpful! :*
EDIT:
Or use some global you all ready have in a clever way.
Thanks I know I'm helpful! :*
Why not use a global? It's the much easier way, and maybe even the only way.
"Or use some global you all ready have in a clever way."
This. This is what I want to see more of. Clever scripting that makes you wonder, "How did they do that?". Stuff like the riddles in PQ, and the puzzles in Prelude.
But yeah, it is heaps easier and quicker just to make a new global and use it to check if either pillbug is dead. You should put something like &pillbug + 1; or something in the die thingie. (it's been a while since I wrote DinkC so don't hassle me)
This. This is what I want to see more of. Clever scripting that makes you wonder, "How did they do that?". Stuff like the riddles in PQ, and the puzzles in Prelude.
But yeah, it is heaps easier and quicker just to make a new global and use it to check if either pillbug is dead. You should put something like &pillbug + 1; or something in the die thingie. (it's been a while since I wrote DinkC so don't hassle me)
something like
load_map(412);
editor_type(...);
load_map(284);
should work (remember don't do draw_map) but it's awkward
just use a global
transferring info between screens is the most difficult thing to do as far as conserving active variables... if you are running out of active variables, they're easier to save in other places
load_map(412);
editor_type(...);
load_map(284);
should work (remember don't do draw_map) but it's awkward
just use a global
transferring info between screens is the most difficult thing to do as far as conserving active variables... if you are running out of active variables, they're easier to save in other places
"This. This is what I want to see more of. Clever scripting that makes you wonder, "How did they do that?". Stuff like the riddles in PQ, and the puzzles in Prelude."
Don't forget to mention "Lyna's Story"... and "Mouse Dink".
In fact good scripting is what I look for in dmods.
Don't forget to mention "Lyna's Story"... and "Mouse Dink".
In fact good scripting is what I look for in dmods.
Lyna's story, although a very good D-Mod, does lack in some areas. e.g: The palette would display weird colours if you quit and go back in. Good use of palettes though. Mouse Dink - well, I'll have to check that one out. I saw the mouse being used in the semi-failed One Screen D-Mod competition a while back, cruch the pillbugs or something. Also, Triangle Mover uses the mouse a lot as well. Actually, I would commend Triangle Mover's scripting for it's collision detection and the rules for the peices rather than the mouse movement, as most D-Mods implement the mouse in some way.
The tricky thing about mouse in Dink is that you can only have brain 1 in Dink/playing mode or mouse/cursor mode, not both. MouseDink has both Dink and the cursor, because I effectively wrote brain 1 Dink mode in DinkC. It's not about implementing the mouse...
Thanks,
I was considering use of globals, perhaps, I've put one pillbug as example and the real thing are a bunch of goblins...
I've been trying to change Initiation's eternal Cast corpses scripts but I hadn't a good starting point, I was thinking sort of someone's idea, so, I'll work on that 'cos someone else than me think it's possible
Soon my new D-Mod will come, not Dragons Rule (because I've lost all progress on my crashed computer).
See ya! I'll try someone's idea an post any progress
Nevermind what I said about sp_custom . I was tired last night and didn't think properly. sp_custom is obviously useless since you want to transfer values between screens not within one.