Smallwood-Man! *DEV THREAD*
My second DMOD is in the works.
Remember Voj? Well I "stole" his idea and started a DMOD. If you don't remember the plot, it's quite simple.
Dink, while fighting off pillbugs at the farm at his Island Retreat discovers he has super powers! So he hastily roams around the world telling everyone. (Which is dumb because Superman never did that, and someone evil hears about it). The evil dude who heard about it thought, "Hey! Maybe I can harness this power to take over the world!!". Unaware, Dink goes around performing good deeds until someone tells him about the evil dude.
So what do you think?
Remember Voj? Well I "stole" his idea and started a DMOD. If you don't remember the plot, it's quite simple.
Dink, while fighting off pillbugs at the farm at his Island Retreat discovers he has super powers! So he hastily roams around the world telling everyone. (Which is dumb because Superman never did that, and someone evil hears about it). The evil dude who heard about it thought, "Hey! Maybe I can harness this power to take over the world!!". Unaware, Dink goes around performing good deeds until someone tells him about the evil dude.
So what do you think?
You stole an idea from Voj? Yes, I remember him. Hmm.....
Anyway, sounds like it could be a fun D-Mod.
Anyway, sounds like it could be a fun D-Mod.
Get it tested BEFORE uploading this time *pokes tongue*
How can you steal an idea from yourself is my question.
I was thinking the exact same thing.
Me too. He's Voj alright.
Stealing idea's from yourself? That's Ignorant!
This game is turning out a lot better than my last DMOD. So is anyone looking forward to it?
Well, I've not really been paying any attention to it, because of certain things having to do with your older D-Mods. Post a new post to this thread in a month, and tell how much you've improved and then I may consider this D-Mod to be at least fair.
Screenshots look good, although like your previous D-Mod thread proved, screenshots can be deceiving.
Looking pretty good, but just one suggestion to do with the trees:
Place them more accordingly and with better colour coordination. They look kind of out of place in those screenshots. I vaguely remember once I (in MSPaint) chopped off the bottom of those trees--the funny looking leg things--and rounded the bottom a little and they looked a lot better in some parts. I can't seem to find them now, but I'd recommend trying that and seeing how it turns out.
Apart from that, decent maps.
Place them more accordingly and with better colour coordination. They look kind of out of place in those screenshots. I vaguely remember once I (in MSPaint) chopped off the bottom of those trees--the funny looking leg things--and rounded the bottom a little and they looked a lot better in some parts. I can't seem to find them now, but I'd recommend trying that and seeing how it turns out.
Apart from that, decent maps.
Hm...good Idea, I might try that.
But I'll keep the trees mixed up like they are, because I like how they blend in with each other.
But I'll keep the trees mixed up like they are, because I like how they blend in with each other.
The other thing you can do is crop them in WDE and maybe even put grass (sprites) at their base so you can't see those roots (trees standing on tippy toes)
EDIT: select a sprite (pick it up) then hold z or x and tap up or down arrows depending on the direction you wanna crop
EDIT: select a sprite (pick it up) then hold z or x and tap up or down arrows depending on the direction you wanna crop
Why did I never think of that?
Cause you are an Australian and I am not ? Ouch!! *giggles maniacally*
Edit Thats 1 point to me or should I say another point
Edit Thats 1 point to me or should I say another point
the problem with cropping these trees is that you screw up the shadow so if you want it to look good can better adjust the picture instead of cropping
July 30th 2010, 05:26 PM
Absolution
Now that I look at the trees, they don't look very messed up. I guess you could say those "legs" on the trees are just roots in the ground.
Lol! I forgot to enter my password!
... So you put two tree sprites in - cut the top off and keep the shadow on one and cut the bottom off and keep the top for the other
adjusting them isn't that much work. Used those trees in the DMOD I am making cost me about 5 mins for 12 trees, actually 4 different trees in three colours so only need to adjust 4 and copy the adjustment to the rest. But if you like te roots and can't be bothered with 10 mins work to make it look better you just have to watch out the tree doesn't walk away on those legs .
Anyways, I am still working on the Evil/Good system. So far, this thing is working quite well.
I needz feedback before I continue so I can get an idea if what I'm doing is good so far.
Here's the only BETA DEMO of my DMOD, Smallwood-Man that will ever be posted.
Here's the only BETA DEMO of my DMOD, Smallwood-Man that will ever be posted.
The description says "something "starge" happens" I think that may be a typo straight up...
Also there is a white outline around the title on the intro screen.
EDIT: A few tiling errors but overall a good start, I'd liek to see this D-Mod get finished.
Also there is a white outline around the title on the intro screen.
EDIT: A few tiling errors but overall a good start, I'd liek to see this D-Mod get finished.
Yes, do you recall "MoogleFoogle". Ever since her first post which had to word "starge" in it, people have been using it. So i decided to throw it into my desc.
A few tiling errors
Where?! XD
A few tiling errors
Where?! XD
CANCELED
Close this thread so people don't flame me for no reason like they usually do.
Close this thread so people don't flame me for no reason like they usually do.
Are you canceling your Dmod? Or just the thread? I thought It sounded neat I think you should keep working on it.
I mean the DMOD. Check out my profile if your still confused.
Visions huh? It's not difficult, there's just a very certain way you need to do it else it won't work. I'll assume you know how to do all the basic stuff required like setting a sprite's vision and attaching a script to the screen..
Anyways, it's not all that difficult once you get the hang of it. There's just only one way to do it and no room for error. There's pretty much just two rules:
(1) A vision change absolutely has to be on a script attached to the screen. That's the only place it will work.
(2)There can't be any waits or say_stops or anything that will pause the script before the vision is set. It must be done right away or it won't work.
As far as the script itself is concerned, this is all you really need..
Anyways, it's not all that difficult once you get the hang of it. There's just only one way to do it and no room for error. There's pretty much just two rules:
(1) A vision change absolutely has to be on a script attached to the screen. That's the only place it will work.
(2)There can't be any waits or say_stops or anything that will pause the script before the vision is set. It must be done right away or it won't work.
As far as the script itself is concerned, this is all you really need..
void main () { if (&story == X) &vision = 1; }
I did that. My problem is that I need the vision to change when talking to someone. The problem with that, is they have to be attached to the screen's main script, which is impossible to do for what I'm doing. Thus I give up.
Close this thread. I dun want to be tempted to continue.
Close this thread. I dun want to be tempted to continue.
Really, your attempts at becoming a D-Mod maker are pathetic. Check out tutorials, and slowly learn. Don't just give up... or I'll flame you.
Also, try to explain completely WHAT YOU ARE DOING, because it's impossible to help if we don't know what you are trying to do.
The script itself should work this way, that is, if this is what you are trying to do.
The screen's script:
The NPC's script:
I'm not too sure if the immediate vision changing works anymore, after the 1.08 release. The older versions I know, changed the vision immediately before walking out of the screen and back.
And from now on, just write the messages here instead of your profile. It's just a poor attempt to try to people get to check out your profile. Also, it's much faster to just write it here. Nobody's gonna check out your profile anyway.
Also, try to explain completely WHAT YOU ARE DOING, because it's impossible to help if we don't know what you are trying to do.
The script itself should work this way, that is, if this is what you are trying to do.
The screen's script:
void main(void) { if (&yourglobal == yournumber) { &vision = yournumber; }
The NPC's script:
void talk(void) { //Do all the stuff in the order you want here &vision = yournumber; }
I'm not too sure if the immediate vision changing works anymore, after the 1.08 release. The older versions I know, changed the vision immediately before walking out of the screen and back.
And from now on, just write the messages here instead of your profile. It's just a poor attempt to try to people get to check out your profile. Also, it's much faster to just write it here. Nobody's gonna check out your profile anyway.
"The older versions I know, changed the vision immediately before walking out of the screen and back"
It always had to be attached to the screen. The only command that was supposed to change it immediately was 'force_vision', but I'm pretty sure that never worked anyway.
It always had to be attached to the screen. The only command that was supposed to change it immediately was 'force_vision', but I'm pretty sure that never worked anyway.
The only way you could change the vision mid talking to someone would to be to reload the screen and let the screen's main script change the vision as I said previously. But that would be weird as the NPCs will revert back to their starting cooridinates, and basically that screen would be as if you were walking into it anew except Dink would still be in the same spot.
I'm starting to think that you don't really need to use a vision in your case. Basically what a vision does is either get rid of certain sprites, or create more sprites on the screen. In most cases, there's no real need for visions.
If you want to create a sprite, we use the create_sprite() command. It's normally declared as a variable so you can modify it's stats on creation in case you wanted to give it a script or something. It is broken down into this:
On the other hand, if you want to get rid of something, you can use this:
But if you're talking to someone, there's the problem of not knowing what sprites numbers to get rid of. It gets a little more complex here and requires some preparation. We will use get_sprite with this_brain() to find it.
First you need to get the sprite you want to disappear, and give it a custom brain. We'll give it brain 20 for this example. This will probably require you to give it a script unless you're using DinkEdit. Once you've done that, we can call on the sprite by it's new brain using the command mentioned earlier, and then kill it like so:
The 0 on the end can be ignored; it's for ignoring a sprite during it's process.
Now this next bit would be for getting rid of multiple sprites at once. There's a special command for calling every sprite with a particular brain. It's assumed now that you set up all your sprites with the example brain 20. This is what you do.
Well that's about it. Well, there's a more elegant way to kill off sprites than with sp_active (they will just poof) and that's with the shrink/grow brain which is 12. Just give it the brain, and set the brain_parm to what size you want it to be before it disappears like so.
I'm starting to think that you don't really need to use a vision in your case. Basically what a vision does is either get rid of certain sprites, or create more sprites on the screen. In most cases, there's no real need for visions.
If you want to create a sprite, we use the create_sprite() command. It's normally declared as a variable so you can modify it's stats on creation in case you wanted to give it a script or something. It is broken down into this:
int &newsprite = create_sprite(x , y , brain, sequence, frame);
On the other hand, if you want to get rid of something, you can use this:
sp_active(&sprite,0);
But if you're talking to someone, there's the problem of not knowing what sprites numbers to get rid of. It gets a little more complex here and requires some preparation. We will use get_sprite with this_brain() to find it.
First you need to get the sprite you want to disappear, and give it a custom brain. We'll give it brain 20 for this example. This will probably require you to give it a script unless you're using DinkEdit. Once you've done that, we can call on the sprite by it's new brain using the command mentioned earlier, and then kill it like so:
int &killme = get_sprite_with_this_brain(20,0); sp_active(&killme,0);
The 0 on the end can be ignored; it's for ignoring a sprite during it's process.
Now this next bit would be for getting rid of multiple sprites at once. There's a special command for calling every sprite with a particular brain. It's assumed now that you set up all your sprites with the example brain 20. This is what you do.
int &killme; kill_loop: &killme = get_next_sprite_with_this_brain(20,0,&killme) if (&killme > 0) { sp_active(&killme,0); goto kill_loop; }
Well that's about it. Well, there's a more elegant way to kill off sprites than with sp_active (they will just poof) and that's with the shrink/grow brain which is 12. Just give it the brain, and set the brain_parm to what size you want it to be before it disappears like so.
sp_brain(&killme, 12); sp_brain_parm(&killme,10)
I agree with Skull...
EDIT: Also, Don't be a quitter. Quitters never win and winners never quit.
EDIT: Also, Don't be a quitter. Quitters never win and winners never quit.
So according to your theory if Skorn already quit once he cannot be a winner right? Because even if he stops quitting and he works on it again he'd still have quit once...
And I've just realized how many DMODs I have quit...
And I've just realized how many DMODs I have quit...
Grow balls or make an account. Seriously, if your gonna post like that, at least use an acc.
Seriously though. Close this thread or I'll turn it into a flame war so you are FORCED to close it.
Don't you ever learn Skorn, threads are never closed if someone wants it to be closed. I still don't get why you quit working on it anyway. You got help, which should make the script to work.
I dun want to be tempted to continue.
What about being encouraged to continue? Quitters never win!
But seriously, let's not start a flamewar just to have a thread closed. That would be rather immature.
Well if no one if gonna close it then - - Who has played the Unfinished game?
I only play finished products. Or beta for something that's confirmed to be going to be finished. *hint*
Screw you.
EDIT: Then why did you play Dink's Quest in the Icelands?
EDIT: Then why did you play Dink's Quest in the Icelands?
I seldomly play unfinished games. Finish it first and then I'll play it.
What did you think of it? (just in case I might finish it a thousand years from now)..
I played it, and I thought it was good!
Just keep working on it, and it will turn out really well.
Just keep working on it, and it will turn out really well.
N-N-NECROOO!!
Much inspiration has pushed me back into production.
Expect more of this game.
Much inspiration has pushed me back into production.
Expect more of this game.
Oh, but make sure you keep the inventory bug. That comes in handy.
Um, no. Sorry to crush your hopes, but that bug is going away.
New stuff added so far...
-New character. It's me as a Wise Sage, and I'm there to help Dink through his quest. (not finished. Production of this feature will grow with each passing moment in the game).
-Two new MIDIs, Boss and Finalboss.
-Nerfed earlier screens so you don't get killed easily after losing super strength (not quite done with that thought yet).
-Some fixed Hardness
-New Save bot for later
-Monkey wrench guy now unfreezes you
-The bar in Traviss has more funny dialogue
-Secret rock was replaced with the Wise Sage and moved somewhere easier to get to
-Reduced enemies in the cave to Milan.
-Added more humour around Chakra's house.
-New map(s)
Yes, you can kill me, but I'm nearly invincible and I give 1 EXP.
So, still looking forward to this?
-New character. It's me as a Wise Sage, and I'm there to help Dink through his quest. (not finished. Production of this feature will grow with each passing moment in the game).
-Two new MIDIs, Boss and Finalboss.
-Nerfed earlier screens so you don't get killed easily after losing super strength (not quite done with that thought yet).
-Some fixed Hardness
-New Save bot for later
-Monkey wrench guy now unfreezes you
-The bar in Traviss has more funny dialogue
-Secret rock was replaced with the Wise Sage and moved somewhere easier to get to
-Reduced enemies in the cave to Milan.
-Added more humour around Chakra's house.
-New map(s)
Yes, you can kill me, but I'm nearly invincible and I give 1 EXP.
So, still looking forward to this?
Nice. I have high hopes this will turn into something worthwhile. We need the "Carrie -type D-Mods" after not having too many of them recently.
Yes, I am. And please fix the locked screen with the single bonca and the hedge at the bottom.
Wow you have done heaps - and its just been one day!
Nah, not really. Just a bunch of screw ups.
You know what? Beta testing/finding bugs time.
For all of you who want to see this game finished, post everything you find about this game that is broken, or impossible. I will send versions of the game to you when the game gets far enough in between times to test.
Three spots are open for this job:
1 Pillbug
2 DrunkPunk
3 MsDink
For all of you who want to see this game finished, post everything you find about this game that is broken, or impossible. I will send versions of the game to you when the game gets far enough in between times to test.
Three spots are open for this job:
1 Pillbug
2 DrunkPunk
3 MsDink
I'm pretty sure it's cough* actually no I'm positive. I'd beta test if dink worked on my computer. Also, sounds like a hilarious plot. I like writing in my free time so I'd love to read over the actual story and fix any grammar mistakes there might be. I wouldn't delete yours I would just box whatever I saw was off. [these things], Let me know if you wan't me to do that.
Well, seeing as how Dink doesn't work on your comp, I wouldn't know how to show you the dialogue for the game.
Well, seeing as how Dink doesn't work on your comp, I wouldn't know how to show you the dialogue for the game.
Thats like hitting the nail on its head.
Thats like hitting the nail on its head.
Well, seeing as how Dink doesn't work on your comp, I wouldn't know how to show you the dialogue for the game.
Give him all the scripts that have dialogue so he can read and edit them. If you both use a word processor like Word or OpenOffice, you can use the Track Changes feature and not bother with the brackets. That makes it easier for the author to find and either approve or reject each change that the editor made.
Give him all the scripts that have dialogue so he can read and edit them. If you both use a word processor like Word or OpenOffice, you can use the Track Changes feature and not bother with the brackets. That makes it easier for the author to find and either approve or reject each change that the editor made.
No point theres nothing wrong with Absolutions spelling or grammar
Doesn't mean he can't, by accident, make a mistake.
Hey it was just an offer.
I don't maek grammer mistaykes. I'm purficct.
aww *hugs* leprochaun - I didnt mean anything by that I was just pretty impressed by his lack of errors
Do I sense an inspiration from Earthbound here? Just looking at that screenshot, it reminds me of that game for some reason.
Hot diggity! I'm glad you are starting this again and decided to be a winner! I like the theme music. Seems like a kick ass song to kick some ass too. I could test for you if you want
You know what? Beta testing/finding bugs time.
For all of you who want to see this game finished, post everything you find about this game that is broken, or impossible. I will send versions of the game to you when the game gets far enough in between times to test.
Three spots are open for this job:
1 Pillbug
2 DrunkPunk
3 MsDink
Signing up for beta - Closed.
For all of you who want to see this game finished, post everything you find about this game that is broken, or impossible. I will send versions of the game to you when the game gets far enough in between times to test.
Three spots are open for this job:
1 Pillbug
2 DrunkPunk
3 MsDink
Signing up for beta - Closed.
Is it in production or cancelled?
Because this thread gives an impression that it is in production, or rather undergoing beta testing.
But your about me says its cancelled.
PS: You from Maldives?
Because this thread gives an impression that it is in production, or rather undergoing beta testing.
But your about me says its cancelled.
PS: You from Maldives?
The world will never truly know...
Turns out I lost a shoot ton of progress and whatnot. I'm currently contemplating what the shoot I want to do with the Smallwood-Man! file I still have...
Also, the new WinDinkEdit+ crashes too. Herp de derp, I guess I can't use any editors without them being asses. >_>
Also, the new WinDinkEdit+ crashes too. Herp de derp, I guess I can't use any editors without them being asses. >_>
Actually, not only that, Dink Smallwood itself has been crashing lately.
Is there a thing here that is stable?
Is there a thing here that is stable?
Here's a list of updates (more like downdates actually):
New stuff added so far...
-New character. It's me as a Wise Sage, and I'm there to help Dink through his quest. (not finished. Production of this feature will grow with each passing moment in the game). *This update was killed in some strange event.*
-Two new MIDIs, Boss and Finalboss. *These also vanished.*
-Nerfed earlier screens so you don't get killed easily after losing super strength (not quite done with that thought yet). *Most likely gone.*
-Some fixed Hardness *Ditto probably*
-New Save bot for later *I might add some, so this doesn't matter if it's gone.*
-Monkey wrench guy now unfreezes you *Doesn't anymore.*
-The bar in Traviss has more funny dialogue *I'm sure I was referring to the sleeping barkeep. He doesn't do crap now.*
-Secret rock was replaced with the Wise Sage and moved somewhere easier to get to *Nope. Gone.*
-Reduced enemies in the cave to Milan. *There's millions again. Blame whatever happened to the newest version of the game.*
-Added more humour around Chakra's house. *I don't remember what it was. Keyword being "was".*
-New map(s) *One is gone but contributed nothing. The others were maps to Milan. They're gone too.*
So what am I going to do with the much smaller version I still have?
Should I give the rights to making it to someone competent? Should I add like one script and one sprite per millenia/day in valve time? Should I abandon it forever and make some more amazing inverted graphics to add to the Skorn's Dark Beach Graphic infamy? Should I conquer Istanbul and force them to complete my game with shiny HD graphics and full 3D capability?
Hmm?
New stuff added so far...
-New character. It's me as a Wise Sage, and I'm there to help Dink through his quest. (not finished. Production of this feature will grow with each passing moment in the game). *This update was killed in some strange event.*
-Two new MIDIs, Boss and Finalboss. *These also vanished.*
-Nerfed earlier screens so you don't get killed easily after losing super strength (not quite done with that thought yet). *Most likely gone.*
-Some fixed Hardness *Ditto probably*
-New Save bot for later *I might add some, so this doesn't matter if it's gone.*
-Monkey wrench guy now unfreezes you *Doesn't anymore.*
-The bar in Traviss has more funny dialogue *I'm sure I was referring to the sleeping barkeep. He doesn't do crap now.*
-Secret rock was replaced with the Wise Sage and moved somewhere easier to get to *Nope. Gone.*
-Reduced enemies in the cave to Milan. *There's millions again. Blame whatever happened to the newest version of the game.*
-Added more humour around Chakra's house. *I don't remember what it was. Keyword being "was".*
-New map(s) *One is gone but contributed nothing. The others were maps to Milan. They're gone too.*
So what am I going to do with the much smaller version I still have?
Should I give the rights to making it to someone competent? Should I add like one script and one sprite per millenia/day in valve time? Should I abandon it forever and make some more amazing inverted graphics to add to the Skorn's Dark Beach Graphic infamy? Should I conquer Istanbul and force them to complete my game with shiny HD graphics and full 3D capability?
Hmm?
I have no idea dude. But i DO know that i simply ADORE nachos.
Oh, it would also be awesome if someone made a dmod devoted fully to witty humour...
*hint*
Oh, it would also be awesome if someone made a dmod devoted fully to witty humour...
*hint*
Nachos are so relevant.
Maybe I'll just abandon this piece of crap and make something new..
Something fresh!
Get ready, DN, because I'm going to make something shootty!
Maybe I'll just abandon this piece of crap and make something new..
Something fresh!
Get ready, DN, because I'm going to make something shootty!
Get ready, DN, because I'm going to make something shootty!
I'd expect nothing more.
I'd expect nothing more.
Well you can say that if you'd like to compliment him.