Reply to Re: New Development D-Mod: Platform Dink
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That should be easy to do.
For each level, you could make a savegame. Then you could have a level selection screen that loads the savegame number of each level (use game_exist() to see which ones are unlocked thus far.)
For checkpoints, you could have a few variables for x,y, and map. Just spawn Dink there in the dinfo.c script. I actually did something like this to keep the annoying die menu away.
For each level, you could make a savegame. Then you could have a level selection screen that loads the savegame number of each level (use game_exist() to see which ones are unlocked thus far.)
For checkpoints, you could have a few variables for x,y, and map. Just spawn Dink there in the dinfo.c script. I actually did something like this to keep the annoying die menu away.
void die () { if (sp_brain(1,-1) != 1) return; //scream! //not loaded in your start.c btw //load_sound("wscream.wav", 12); playsound(12, 21050, 0, 0, 0); script_attach(1000); sp_brain(1,0); wait(1500); &player_map = &chk_map; load_screen(); draw_screen(); sp_x(1, &chk_x); sp_y(1, &chk_y); int &explo = create_sprite(180,250,7,167,1); sp_seq(&explo,167); playsound(24, 21050, 0, 0, 0); &life = &lifemax; sp_brain(1,1); dink_can_walk_off_screen(0); kill_this_task(); }