New Dmod: Adventurer's Adventure
After more than a half a decade break, Mr. Toof comes out with a new romp called Adventurer's Adventure. Here there lie adventurers, and adventures, and the two may even be related...
A good start to August, I'd say! Make more dmods! Play more dmods! Write more reviews! Frolic madly on the ground!
A good start to August, I'd say! Make more dmods! Play more dmods! Write more reviews! Frolic madly on the ground!
Great DMOD, quite enjoyed it and wrote a little review.
Some feedback on some bugs and stuff for a possible V1.1 patch:
Screen 357 has some misaligned trees. Trees on screens 359 and 390 are also off by a single pixel. There's a misaligned fence on screen 391.
Pro-tip about WDE V2.5.11 - like in previous WDE+ versions, you can use control + arrow keys when you are holding a sprite to move it by a single pixel, but unlike previous WDE versions, there's also a "screen focus mode" when editing sprites, which you enter by pressing F. This may help with placing sprites that are otherwise have their centre off the main screen and thus you can't place normally with the cursor.
I mentioned this in the patch notes, but in hindsight I probably didn't make it obvious enough in the editor itself.
Also on screen 326, there's a single pixel gap in hardness over on the left, that lets you go out of bounds. I don't think you can actually go anywhere that breaks anything in any way, but it's there. You can set the screen-gap to 0 and look around the map in the editor in Hardness mode (H) to spot stuff like that more easily.
Also, this one is not a bug, but about the bombs for blowing up the rock in the mine. Nice touch not letting the player waste the bomb on other screens, and I like that there's a game over screen if you reach a situation where you run out of bombs and out of money. BUT, it would be funny if Dink and the girl reacted to using the bomb in the screen with the rock, but not blowing up the rock. You could probably set up some script that uses the game timer to check some time after the bomb explodes, if the rock was not blasted away, make the characters say something like:
Woman: "Dink?! What was that sound?! Hurry up, get me out of here! <mumbles: what is this idiot doing?>"
Dink: "Rats.. How did I miss that?! I need to get another bomb!"
Maybe the wizard should react too if you have to come back to him to buy a second bomb
Some feedback on some bugs and stuff for a possible V1.1 patch:
Screen 357 has some misaligned trees. Trees on screens 359 and 390 are also off by a single pixel. There's a misaligned fence on screen 391.
Pro-tip about WDE V2.5.11 - like in previous WDE+ versions, you can use control + arrow keys when you are holding a sprite to move it by a single pixel, but unlike previous WDE versions, there's also a "screen focus mode" when editing sprites, which you enter by pressing F. This may help with placing sprites that are otherwise have their centre off the main screen and thus you can't place normally with the cursor.
I mentioned this in the patch notes, but in hindsight I probably didn't make it obvious enough in the editor itself.
Also on screen 326, there's a single pixel gap in hardness over on the left, that lets you go out of bounds. I don't think you can actually go anywhere that breaks anything in any way, but it's there. You can set the screen-gap to 0 and look around the map in the editor in Hardness mode (H) to spot stuff like that more easily.
Also, this one is not a bug, but about the bombs for blowing up the rock in the mine. Nice touch not letting the player waste the bomb on other screens, and I like that there's a game over screen if you reach a situation where you run out of bombs and out of money. BUT, it would be funny if Dink and the girl reacted to using the bomb in the screen with the rock, but not blowing up the rock. You could probably set up some script that uses the game timer to check some time after the bomb explodes, if the rock was not blasted away, make the characters say something like:
Woman: "Dink?! What was that sound?! Hurry up, get me out of here! <mumbles: what is this idiot doing?>"
Dink: "Rats.. How did I miss that?! I need to get another bomb!"
Maybe the wizard should react too if you have to come back to him to buy a second bomb
Thanks. I will consider adding additional dialog. I didn't knew about screen focus.
The problem with bomb missing the target is... eh... Problematic. You can detect that something was hit, but you can't detect if it was missed. Now that I think about it, there's probably a "bug", meaning you can leave the screen while the bomb is "ticking". I can't verify it atm, but I know I did something to prevent the player from leaving the screen in some scenarios.
Edit:
One minor issue I had with WDED was placing sprites near screen edge, if beyond that edge, there's no other screen. It won't do it if your mouse is not in correct position, which is impossible sometimes, due to how mouse behaves when you select the sprite to move it around.
The problem with bomb missing the target is... eh... Problematic. You can detect that something was hit, but you can't detect if it was missed. Now that I think about it, there's probably a "bug", meaning you can leave the screen while the bomb is "ticking". I can't verify it atm, but I know I did something to prevent the player from leaving the screen in some scenarios.
Edit:
One minor issue I had with WDED was placing sprites near screen edge, if beyond that edge, there's no other screen. It won't do it if your mouse is not in correct position, which is impossible sometimes, due to how mouse behaves when you select the sprite to move it around.
>One minor issue I had with WDED was placing sprites near screen edge, if beyond that edge, there's no other screen. It won't do it if your mouse is not in correct position, which is impossible sometimes, due to how mouse behaves when you select the sprite to move it around.
Focus mode should help with that (unless you are on the very edge of the map... was kinda too hard to hack focus mode into working properly on map edges at the moment xD)
>The problem with bomb missing the target is... eh... Problematic. You can detect that something was hit, but you can't detect if it was missed.
Hmm, indeed... I could think of two approaches for this...
1 - set a variable when the bomb hits, and when the bomb spawns, start a script that checks that variable a set amount of time after starting. If the variable is not set, it should mean the bomb has not hit...
2 - you can maybe detect the bomb's X position when it is placed and see if it would hit or not? But that might be tricky to get working right... You'd probably have to find the exact pixel offset or something?
Edit: RobJ would probably have a better idea for this!
Focus mode should help with that (unless you are on the very edge of the map... was kinda too hard to hack focus mode into working properly on map edges at the moment xD)
>The problem with bomb missing the target is... eh... Problematic. You can detect that something was hit, but you can't detect if it was missed.
Hmm, indeed... I could think of two approaches for this...
1 - set a variable when the bomb hits, and when the bomb spawns, start a script that checks that variable a set amount of time after starting. If the variable is not set, it should mean the bomb has not hit...
2 - you can maybe detect the bomb's X position when it is placed and see if it would hit or not? But that might be tricky to get working right... You'd probably have to find the exact pixel offset or something?
Edit: RobJ would probably have a better idea for this!
For the above thing of detecting if the bomb was used but didn't hit the rock, you could just get the rock to set a variable, or sp_custom value on the bomb explosion sprite itself if the rock is hit, and then in the dam-bomn script check for that value and if it isn't set, it missed.
so in the rock script add the sp_custom line as the first line in the procedure, here's the full proc again:
And the new dam-bomn damage proc:
And then the spawned b-no-hit script, which is the script that will do what you want to happen when the bomb was used anywhere other than the rock, example:
so in the rock script add the sp_custom line as the first line in the procedure, here's the full proc again:
void hit(void) { int &rcrap = compare_sprite_script(&missle_source, "dam-bomn"); if (&rcrap == 1) { sp_custom("bomb_hit", &missle_source, 1); &mine_rock = 1; sp_hard(¤t_sprite, 1); draw_hard_sprite(¤t_sprite); sp_active(¤t_sprite, 0); playsound(43, 22050, 0,0,0); int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) { editor_type(&hold, 1); } script_attach(1000); progress(); } kill_this_task(); }
And the new dam-bomn damage proc:
//Bomb noise void damage (void) { playsound(6, 32050, 0,0,0); &save_x = sp_custom("bomb_hit", ¤t_sprite, -1); if (&save_x < 1) { //make it so this only runs once sp_custom("bomb_hit", ¤t_sprite, 2); //spawn the script that will handle the rest so the damage proc running again doesn't interrupt spawn("b-no-hit"); } }
And then the spawned b-no-hit script, which is the script that will do what you want to happen when the bomb was used anywhere other than the rock, example:
void main(void) { int &mag = get_sprite_with_this_brain(16, 1); freeze(&mag); freeze(1); sp_dir(&mag, 6); say_stop("`1WOW DINK YOU HAD ONE JOB!", &mag); wait(200); say_stop("Alright well I guess your stuck there, bye, I'm out", 1); unfreeze(&mag); unfreeze(1); kill_this_task(); }