New File: One Tutorial to Rule Them All
Good news for anyone wanting to make their own D-Mod but didn't know where to start! Metatarasal has made a new tutorial that covers every aspect of creating a D-Mod from scratch.
Version 1.01 is now released! Helpful information in this version is the facts that 5 is an integer and that it is actually possible to have visible sprites.
Version 1.01 is now released! Helpful information in this version is the facts that 5 is an integer and that it is actually possible to have visible sprites.
A very, very well done tutorial. Kudos, Metatarasal!
10 thumbs up!
10 thumbs up!
Make that 20
I don’t got that many thumbs! No, but really I’m printing it right now.
March 24th 2009, 09:52 AM
Glenn
Very nice tutorial indeed, you should maybe cerate a PDF version as well so you can highlight DinkC code and stuff like that. Makes it a little easier to read.
The tutorial is already in PDF format... And I know really little about specific things you can do with PDF files, so I'll just keep it simple...
Out of sheer vanity I decided to read through my own tutorial once more and I noticed I made some unfortunate mistakes in finishing up the tutorial. The two most important:
The tutorial says 5 is not an integer, this should be that 5¾ is not an integer. 5 is in fact an integer. The ¾ was lost somehow...
Furthermore the line:
(1 means invisible, 0 means invisible)
Should be:
(1 means invisible, 0 means visible)
I'll upload a fixed version in a few moments...
EDIT: Oh, and nice to know people like it!
Out of sheer vanity I decided to read through my own tutorial once more and I noticed I made some unfortunate mistakes in finishing up the tutorial. The two most important:
The tutorial says 5 is not an integer, this should be that 5¾ is not an integer. 5 is in fact an integer. The ¾ was lost somehow...
Furthermore the line:
(1 means invisible, 0 means invisible)
Should be:
(1 means invisible, 0 means visible)
I'll upload a fixed version in a few moments...
EDIT: Oh, and nice to know people like it!
I'll have a look at this when I get some time.
Nice work, metatarasal.
Nice work, metatarasal.
I skimmed it. Looks good, Some feedback:
- I concluded a while ago that /= is buggy. I think I wrote that in my stickied thread. Probably best to advise people to use * and / instead.
- the "difference between .c and .d" question is unclear, because it sounds like the .c file is lost when the .d is generated. You also didn't mention the existence of decompilers.
- I concluded a while ago that /= is buggy. I think I wrote that in my stickied thread. Probably best to advise people to use * and / instead.
- the "difference between .c and .d" question is unclear, because it sounds like the .c file is lost when the .d is generated. You also didn't mention the existence of decompilers.
- I concluded a while ago that /= is buggy. I think I wrote that in my stickied thread. Probably best to advise people to use * and / instead.
Okay, I didn't know that. It seems... Wrong to tell people to use * and / when they actually do *= and /=. I hoped to introduce some good habits, but I'll probably update it...
- the "difference between .c and .d" question is unclear, because it sounds like the .c file is lost when the .d is generated. You also didn't mention the existence of decompilers.
It's always a balancing act between being clear and being complete. I thought a warning about not being able to edit .d files was more important... But maybe I should try to be more complete there. I didn't mention decompilers... Well because there are no .d decompilers for download at the dinknetwork. Even though I think there are probably some suitable decompilers on the internet it would still take quite a little bit of effort to find them. But I think I might introduce a little warning.
And thanks for the feedback, it's highly appreciated!
Okay, I didn't know that. It seems... Wrong to tell people to use * and / when they actually do *= and /=. I hoped to introduce some good habits, but I'll probably update it...
- the "difference between .c and .d" question is unclear, because it sounds like the .c file is lost when the .d is generated. You also didn't mention the existence of decompilers.
It's always a balancing act between being clear and being complete. I thought a warning about not being able to edit .d files was more important... But maybe I should try to be more complete there. I didn't mention decompilers... Well because there are no .d decompilers for download at the dinknetwork. Even though I think there are probably some suitable decompilers on the internet it would still take quite a little bit of effort to find them. But I think I might introduce a little warning.
And thanks for the feedback, it's highly appreciated!
Hmm... I say.. Even though you don't have 30 thumbs... Imma give you 375676273675874676237467865 Thumbs... Oh I forgot one
I love this tutorial, thank you!
One question.. what if I want Dink to start the game in another screen, that's not the one in the center of the map. Like the original game that started in a corner and the center was for the main map.
Is it complex to do this?
I'm using the "Skeleton S", that looked better than Skeleton B, but the map.dat doesn't have a marked center and I'm not sure how can I assign a screen as being the starting point of the game.
One question.. what if I want Dink to start the game in another screen, that's not the one in the center of the map. Like the original game that started in a corner and the center was for the main map.
Is it complex to do this?
I'm using the "Skeleton S", that looked better than Skeleton B, but the map.dat doesn't have a marked center and I'm not sure how can I assign a screen as being the starting point of the game.
You need to go to the start-1.c and there you should see a code line saying something like this:
Then you just change the screen number to whichever screen you want.
&player_map = 400;
Then you just change the screen number to whichever screen you want.
Thank you Skull, that made it work!
&player_map was originally set to "0" in the skeleton S ...weird.
&player_map was originally set to "0" in the skeleton S ...weird.