New File: WAITWUT
Wow, this was released way sooner than I thought it would be.
looks like missle_source is doing something somehow. Also it doesn't even let you move in 1.09, although it seems to load ok.
Also it doesn't even let you move in 1.09
That might be because there are bugs in dink.ini. To be exact, my parser says:
Error: length of set_frame_delay is not 4: ['set_frame_delay', '449', '9', '1350', '75']
Warning: path graphics\foes\slayers\idle\f04i2-01.bmp not found in dmod or dinkdir
Warning: path graphics\foes\slayers\idle\f04i4-01.bmp not found in dmod or dinkdir
Warning: path graphics\foes\slayers\idle\f04i6-01.bmp not found in dmod or dinkdir
Warning: path graphics\foes\slayers\idle\f04i8-01.bmp not found in dmod or dinkdir
warning: sequence has no image: seq453.2
I note that none of these items is actually used, so they are broken for no reason.
Anyway, I've found out what's happening. That is a dirty trick, but it makes a lot of sense that it works.
But you really didn't need to make it all happen in map screen 0. It's not like there will be an army of people checking what you did.
I'll wait a while for others to find it; I'm happy to explain it next week or so.
That might be because there are bugs in dink.ini. To be exact, my parser says:
Error: length of set_frame_delay is not 4: ['set_frame_delay', '449', '9', '1350', '75']
Warning: path graphics\foes\slayers\idle\f04i2-01.bmp not found in dmod or dinkdir
Warning: path graphics\foes\slayers\idle\f04i4-01.bmp not found in dmod or dinkdir
Warning: path graphics\foes\slayers\idle\f04i6-01.bmp not found in dmod or dinkdir
Warning: path graphics\foes\slayers\idle\f04i8-01.bmp not found in dmod or dinkdir
warning: sequence has no image: seq453.2
I note that none of these items is actually used, so they are broken for no reason.
Anyway, I've found out what's happening. That is a dirty trick, but it makes a lot of sense that it works.
But you really didn't need to make it all happen in map screen 0. It's not like there will be an army of people checking what you did.
I'll wait a while for others to find it; I'm happy to explain it next week or so.
Basically, the save point serves as a get-out-of-jail-free-card. Save the game, get into the sign to open the chest, load or restart the game (Do not quit!) and you are basically outside of your fence prison.
the save point serves as a get-out-of-jail-free-card.
Wrong. Try opening the fence and then restarting without saving in between. That works as well.
Wrong. Try opening the fence and then restarting without saving in between. That works as well.
Whatever you nerds are talking about cannot be as impressive as the final dungeon of Sour Gummy Worms.
@skorn/erection
The dungeon in this is way better because this dmod's dungeon takes place in your brain palace.
The dungeon in this is way better because this dmod's dungeon takes place in your brain palace.
Map screen 0 is part of the charm
An invisible sprite would have been 3 times less charmful.
An invisible sprite would have been 3 times less charmful.
I'm happy to explain it next week or so.
Or at least I'll give a huge hint.
There are two lines that are critical to the trick. In dink.ini:
And in story/sign.c:
Or at least I'll give a huge hint.
There are two lines that are critical to the trick. In dink.ini:
load_sequence_now graphics\effects\shiny\shiny- 850 50 17 68 -12 -63 4 1
And in story/sign.c:
init("load_sequence_now graphics\effects\shiny\shiny- 850 50 17 68 -11 1 5 62");
Just like skurns dick. OOOOOOOOOOOOoooooooooooooooooOOOOOOOOOOHHHHHHHHHH