Reply to Re: Intro Graphics
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NOTANIM pretty much means you don't like to give any additional information. It's the lazy man's way of adding sprites. Useful, for objects that are standing still and are not supposed to be hard.
The hardbox refers to the size of the hardness of the sprite. So I kinda took a shortcut in my explaination. The last chapter (called 'Depth Dots, Hardboxes, and Graphics') of the DinkC reference has good additional information. The DinkC reference is located in the 'develop' folder in dink 1.08. Try reading that, if it's not clear then you can ask again.
About making a sprite walk:
You can change all of that in a script, but it's easier to change it directly in the editor. In essence you need three things:
1 - A brain (So the sprite gets a 'behavior')
2 - A speed (So the sprite can actually move)
3 - A basewalk (So the sprite doesn't always face the same way)
If you're using WinDinkEdit you can find these things by right clicking on the sprite, clicking 'properties' and then entering the correct values. You probably want to give the old man a speed of 1 and a brain of 16. The basewalk is dependent on which sprite you're using. In general the basewalk value can be found by taking the sequence number of the sprite and replacing the last digit with a zero. (Old man is probably 230)
If you really want to know the mechanisms behind this you can read Chapter 7.2 in the tutorial I wrote.
The hardbox refers to the size of the hardness of the sprite. So I kinda took a shortcut in my explaination. The last chapter (called 'Depth Dots, Hardboxes, and Graphics') of the DinkC reference has good additional information. The DinkC reference is located in the 'develop' folder in dink 1.08. Try reading that, if it's not clear then you can ask again.
About making a sprite walk:
You can change all of that in a script, but it's easier to change it directly in the editor. In essence you need three things:
1 - A brain (So the sprite gets a 'behavior')
2 - A speed (So the sprite can actually move)
3 - A basewalk (So the sprite doesn't always face the same way)
If you're using WinDinkEdit you can find these things by right clicking on the sprite, clicking 'properties' and then entering the correct values. You probably want to give the old man a speed of 1 and a brain of 16. The basewalk is dependent on which sprite you're using. In general the basewalk value can be found by taking the sequence number of the sprite and replacing the last digit with a zero. (Old man is probably 230)
If you really want to know the mechanisms behind this you can read Chapter 7.2 in the tutorial I wrote.






