The Dink Network

Need some help with graphics for main character

June 6th 2008, 08:38 AM
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dinknround
Peasant He/Him United States
It looked good on paper... 
I am in the process of working with some graphics to use for the main character of a D-mod who is not Dink, and I would like to test what I have done so far.
I have managed to load two sequences into Dink.ini, and I can see and select them in WDE, but I need help getting them to appear when I test the D-mod.
Do I need to use init in front of the load_sequence_now statements? A d-mod that I am studying does not use that in the Dink.ini, so I don't know what I am leaving out.

Also, if I have the graphics already at 8-bit color depth, do I really need to load the Dink Pallette? After all, they do appear in the editor(s).
June 7th 2008, 12:03 AM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
There are a lot of things that could be, really. First of all, can you actually place those sprites in the editor, load it up, and then have them actually appear in the game?

You don't need to use the Dink Pallette, but you'll have to remember that they'll only look right when dink is running in full color mode.
June 7th 2008, 12:25 AM
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dinknround
Peasant He/Him United States
It looked good on paper... 
They appear in the editor. I can select a sequence, and then individual frames are there too. But when I run the d-mod to test it, I only get Dink's animations. Do I need something in the start1.c file? I haven't modified it since WinDink Edit created it.
June 7th 2008, 12:43 AM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
Did you load them in place of Dink's graphics?
June 7th 2008, 01:05 AM
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dinknround
Peasant He/Him United States
It looked good on paper... 
Yes. Sequence 71 and 72.
June 7th 2008, 11:40 AM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
The weapon script may be messing things up. Are you using any item? Dink's sequences are also loaded when you arm weapons, take for example the fist script. Notice how it loads Dink's sequences from the file locations. You'll have to modify the weapons too. That's my guess.

void arm(void)
{
sp_attack_hit_sound(1, 0);
init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");

init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");

init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");

init("load_sequence_now graphics\dink\hit\normal\ds-h2- 102 75 60 72 -19 -9 19 9");
init("load_sequence_now graphics\dink\hit\normal\ds-h4- 104 75 61 73 -19 -10 19 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h6- 106 75 58 71 -18 -10 18 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h8- 108 75 61 71 -19 -10 19 10");
debug("fists armed");

int &basehit;
}
June 7th 2008, 12:26 PM
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dinknround
Peasant He/Him United States
It looked good on paper... 
Hmm, I'll look that over. Sounds logical.

Edit: I copied the item-fst.c to my d-mod and altered the sequence there and the graphics work. Thanks a lot!
Now that I know these work, I have to edit about 200 more frames, ugh. Back to the drawing board I go (quite literally.)
June 7th 2008, 08:35 PM
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I have to edit about 200 more frames, ugh.

I know how you feel! I've edited almost all Dink's different frames for my D-Mod. Three times! Thank goodness that's over
June 7th 2008, 10:28 PM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
ANIMATION LOL!
June 8th 2008, 04:57 AM
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dinknround
Peasant He/Him United States
It looked good on paper... 
I know how you feel! I've edited almost all Dink's different frames for my D-Mod. Three times!

That is exactly why I wanted to test my first few frames before doing them all. I only want to do them once each!
June 8th 2008, 12:45 PM
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dinknround
Peasant He/Him United States
It looked good on paper... 
Does anyone have advice on how large or small to set the hardbox compared to the character? The depth dot I think I understand.
June 8th 2008, 04:07 PM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
If I remember correctly, try making it so that it just covers the space around where the feet move. Essentially, that's your "hit box". Any other sprite's hardbox that comes into contact with that box is considered to be touching your character.
June 8th 2008, 04:17 PM
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dinknround
Peasant He/Him United States
It looked good on paper... 
So then for each sequence, the feet should be covered, but not much more?
June 8th 2008, 11:41 PM
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Striker
Noble She/Her United States
Daniel, there are clowns. 
Pretty much. Be sure to test it out when you're finished and tweak as necessary.
June 9th 2008, 03:03 PM
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dinknround
Peasant He/Him United States
It looked good on paper... 
Okay, I will. Thanks a lot.