The Dink Network

I need assistance!

March 8th 2008, 03:07 AM
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Watcher
Peasant He/Him
 
I'm trying to make my first D-mod. But I have a bit of a problem with the sprites. I can't put fire into the fireplace because if I move the fire there it goes behind the fireplace. How can I put the fire in the front? Please somebody help me.

P.S.: I'm using WinDinkEdit.
March 8th 2008, 03:28 AM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
Okay, first check the properties of the fireplace and make note of its Y-coordinate value. Now, check the properties of the fire. Change the fire's depth que to 1 greater than whatever the fireplace's Y-coordinate was.
March 8th 2008, 03:39 AM
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Watcher
Peasant He/Him
 
Gee, thanks a lot! It's working.
March 8th 2008, 05:29 AM
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Watcher
Peasant He/Him
 
I have almost the same problem again. I made a pumpkin field, but when Dink walks over them he disappears behind them. It's very annoying to see. How can I slove this problem?
March 8th 2008, 07:46 AM
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The next sprite will have the same properties as the last sprite, that is, if you set a sprite's depth que to 400 the next sprite will have the same depth que as well. If you give a sprite a brain 6, the next sprite will have that brain as well. That's why it's important to remember to change the attributes when you change the type of sprite you're putting on the screen.

Paul's Sprite Replacer is excellent for fixing a lot of mistakes like that.
March 8th 2008, 08:14 AM
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metatarasal
Bard He/Him Netherlands
I object 
No, that's normally only in DinkEdit, not in WinDinkEdit.

To solve the Pumpkinfield problem just make all the sprites you don't want Dink to be behind a background sprite. (Just tick the box 'background' instead of 'Person/Creature' in the sprite's property menu.)
March 8th 2008, 09:37 AM
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Drat, screw windinkedit then. I thought about checking that out but a 50/50 chance of being right seemed good enough.
March 8th 2008, 10:28 AM
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Watcher
Peasant He/Him
 
The pumpkinfield is now working. Thank you very much.
Now I had 2 other problem:

1. How can I make the pigs walk? I gave pig brain to them but this affected only the sounds. After that I set the speed to 1 and the pigs are skating now.

2. The door isn't opens when I enter a house. I noticed that there is a 'opening door' animation but I don't know how to use it.
March 8th 2008, 11:13 AM
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1. Give it a walk sequence of 40.

2. Give it a touch sequence of 50, 51, 61 or 62, depending on which door you are using.
March 8th 2008, 12:47 PM
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Watcher
Peasant He/Him
 
Thanks! How did you know? Is it written somewere?
I need this numbers for other sprites (e.g.: ducks). Where can I find them?
March 8th 2008, 03:49 PM
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I am bad at explaining things, but I'll try.

Enter the sprite selection screen. Look at the sprite you are using. If it is, say, one of the doors, then it's number is going to be 61. You can see the number in the low edge of the screen. Click on that sprite and you will see the sequence for 61.

Thus, the sequence for a duck's walk is 20.
March 8th 2008, 06:34 PM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
After experimenting a little, I discovered that you don't need to change the depth que to 1 greater, if you just make it equal, it will still stay on top. What's with that?
March 8th 2008, 06:38 PM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
That's not behaviour that can be relied upon, it probably means the it stays on top because of the drawing order of the sprites. To guarantee that it'll be on top in all situations, the depth que needs to be modified.
March 13th 2008, 04:49 AM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
Yes, yes, I agree. It's like how Sparrowhawk recently discovered you don't need the ampersand (&) for global variables. Same with the semi colon ( ; ) for wait(); commands. Though, it's safer to use them, as you said.