Reply to Re: Fragile graphics
If you don't have an account, just leave the password field blank.
Don't mess with the hardbox and depth dot. Not for this particular problem.
Instead, set the depth-que (I don't know what key combo it is in DinkEdit) to some negative number. Why it happens? Here's an explanation:
The Dink Engine draws sprites with low y-coördinates before those with high-coördinates. The point where Dink's legs suddenly get covered by the bridge is the point where Dink's y-coördinate gets lower than the bridge's y-coördinate. Dink will be drawn before the bridge, and the visual result is that Dink is "under" the bridge. The depth-que overrules the y-coördinate when drawing (the function in DinkC is sp_que(&sprite, &number); ). So, if you set the depth-que to -100, the bridge will be drawn as if its y-coördinate was -100, which is lower than Dink's y-coördinate, so the bridge will be drawn before Dink. This results in a bridge that's drawn under Dink.
Setting it to "Background" might work, but if it's a bridge over water, or other animated tile, it will disappear. It'll also disappear when Dink gets a levelraise and everytime fill_screen(&color) or draw_background() are used.
In short: set the depth-dot to -100, or something else. Background might work, but it can easily screw up the sprite.
Instead, set the depth-que (I don't know what key combo it is in DinkEdit) to some negative number. Why it happens? Here's an explanation:
The Dink Engine draws sprites with low y-coördinates before those with high-coördinates. The point where Dink's legs suddenly get covered by the bridge is the point where Dink's y-coördinate gets lower than the bridge's y-coördinate. Dink will be drawn before the bridge, and the visual result is that Dink is "under" the bridge. The depth-que overrules the y-coördinate when drawing (the function in DinkC is sp_que(&sprite, &number); ). So, if you set the depth-que to -100, the bridge will be drawn as if its y-coördinate was -100, which is lower than Dink's y-coördinate, so the bridge will be drawn before Dink. This results in a bridge that's drawn under Dink.
Setting it to "Background" might work, but if it's a bridge over water, or other animated tile, it will disappear. It'll also disappear when Dink gets a levelraise and everytime fill_screen(&color) or draw_background() are used.
In short: set the depth-dot to -100, or something else. Background might work, but it can easily screw up the sprite.







