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Hi, and welcome to the forum.
If you want some info on scripting I can recommend either The rudiments of scripting or my own tutorial an introduction to DMOD making, which includes a section on scripting.
Now about the graphics. In Dink everything that is completely white becomes transparent in the game. This means you have to be careful to see if the edges of your sprite are correct. Also watch out if you're creating very white objects like snow. Dink normally only reads 8 bit bmps, but with true color mode enabled it will also read 32 bit bmps.
The tutorial I wrote a while ago has a very limited description of how to insert graphics into Dink, let me copy it here:
"Dink uses 8 bit bmp files for graphics. So you have to make sure your graphics are as well. This can be easily done by taking a file which is in the dink palette (say the start/load buttons of your DMOD) and copying it. Now open the copied file in MS paint and paste your own graphic into MS paint, MS paint will make sure the graphic will be in the correct Dink palette. You can work around this problem with the Dink palette by using true color mode in your DMOD. This does require that the entire DMOD is played in true color though…
See simple graphics for an excellent explaination of this process (http://www.dinknetwork.com/file/simple_graphics ). Simple graphics is a bit old, but it still contains valuable information.
Next, save your file in the ‘GRAPHICS’ folder in your DMOD (you can use subdirectories if you want). Give your file a name in this form: XXXX-01 in which XXXX is any name you like (keep within 8 characters). The 01 is the frame number, so if you want to add multiple frames to a sequence your next graphic should be called XXXX-02. You can use up to 50 frames per sequence.
Now you need to tell Dink that it looks for the graphic you just made. You do this by editing dink.ini in the main folder of your DMOD. Add this line to add your first graphic to Dink:
load_sequence_now graphics\XXXX- <number> NOTANIM
For the <number> value you can use any unused sequence number. If you use skeleton B safe numbers to use include 34-40, 98-99,198-200 and 850-999. There is a list for download at the Dinknetwork which lists all available numbers: (See http://www.dinknetwork.com/file/list_of_available_sequences_for_dink_ini )
Now instead of writing NOTANIM you could also write a set of numbers or other information there. This is how you can edit the hardbox of your sprite. If you're interested in which numbers should go there I recommend the Dink ini index (http://www.dinknetwork.com/file/dink_ini_index ). You can use DinkEdit or WinDinkEdit to edit the hardbox of an individual frame. This creates a set_sprite_info line in the dink.ini, copy all the information neccessary from that and place it
instead of NOTANIM. (Check the dink ini index to see what exactly you need to copy.)"
If you want some info on scripting I can recommend either The rudiments of scripting or my own tutorial an introduction to DMOD making, which includes a section on scripting.
Now about the graphics. In Dink everything that is completely white becomes transparent in the game. This means you have to be careful to see if the edges of your sprite are correct. Also watch out if you're creating very white objects like snow. Dink normally only reads 8 bit bmps, but with true color mode enabled it will also read 32 bit bmps.
The tutorial I wrote a while ago has a very limited description of how to insert graphics into Dink, let me copy it here:
"Dink uses 8 bit bmp files for graphics. So you have to make sure your graphics are as well. This can be easily done by taking a file which is in the dink palette (say the start/load buttons of your DMOD) and copying it. Now open the copied file in MS paint and paste your own graphic into MS paint, MS paint will make sure the graphic will be in the correct Dink palette. You can work around this problem with the Dink palette by using true color mode in your DMOD. This does require that the entire DMOD is played in true color though…
See simple graphics for an excellent explaination of this process (http://www.dinknetwork.com/file/simple_graphics ). Simple graphics is a bit old, but it still contains valuable information.
Next, save your file in the ‘GRAPHICS’ folder in your DMOD (you can use subdirectories if you want). Give your file a name in this form: XXXX-01 in which XXXX is any name you like (keep within 8 characters). The 01 is the frame number, so if you want to add multiple frames to a sequence your next graphic should be called XXXX-02. You can use up to 50 frames per sequence.
Now you need to tell Dink that it looks for the graphic you just made. You do this by editing dink.ini in the main folder of your DMOD. Add this line to add your first graphic to Dink:
load_sequence_now graphics\XXXX- <number> NOTANIM
For the <number> value you can use any unused sequence number. If you use skeleton B safe numbers to use include 34-40, 98-99,198-200 and 850-999. There is a list for download at the Dinknetwork which lists all available numbers: (See http://www.dinknetwork.com/file/list_of_available_sequences_for_dink_ini )
Now instead of writing NOTANIM you could also write a set of numbers or other information there. This is how you can edit the hardbox of your sprite. If you're interested in which numbers should go there I recommend the Dink ini index (http://www.dinknetwork.com/file/dink_ini_index ). You can use DinkEdit or WinDinkEdit to edit the hardbox of an individual frame. This creates a set_sprite_info line in the dink.ini, copy all the information neccessary from that and place it
instead of NOTANIM. (Check the dink ini index to see what exactly you need to copy.)"






