CocoMonkey's Profile
I'm called Tim. I've been playing Dink since it came out, when I was a young, dumb kid.
I'm testing now to get ready for beta, and I've run into a big problem.
It's that boss with the invisible brain 9 "body" that takes damage for the visible brain 6 "head". If you throw fireballs at it, they hit it just fine and it takes damage as expected, but swiping your sword at it is no good. Since it's not quite 100% guaranteed that the player will even HAVE fireball at this point, this is a big problem. I can't figure out what's going on here at all.
The "body" is created with these lines in the script of the "head," which bounces around the room and has nohit set to 1:
And here's the main procedure for the "body" (it has no hit procedure):
I'm certain it worked correctly when I tested it during development... what on Earth could be wrong here?
Oh... while I've been tinkering around trying to fix it, it stopped getting hurt by fireballs too. That's great.
It's that boss with the invisible brain 9 "body" that takes damage for the visible brain 6 "head". If you throw fireballs at it, they hit it just fine and it takes damage as expected, but swiping your sword at it is no good. Since it's not quite 100% guaranteed that the player will even HAVE fireball at this point, this is a big problem. I can't figure out what's going on here at all.
The "body" is created with these lines in the script of the "head," which bounces around the room and has nohit set to 1:
&body = create_sprite(359, 224, 9, 780, 1) sp_script(&body, "topbody")
And here's the main procedure for the "body" (it has no hit procedure):
void main { int &head sp_brain(¤t_sprite, 9) sp_hitpoints(¤t_sprite, 50) sp_defense(¤t_sprite, 4) sp_nodraw(¤t_sprite, 1) //get sprite # of the "head" &head = get_sprite_with_this_brain(6, 0) mainloop: //thenewguy came up with this sensible method of making sure this stays on top of the "head" sprite &jug = sp_x(&head, -1) sp_x(¤t_sprite, &jug) &jug = sp_y(&head, -1) sp_y(¤t_sprite, &jug) //he had sp_dir here but it isn't necessary since it's just a looping animation really wait(0) goto mainloop }
I'm certain it worked correctly when I tested it during development... what on Earth could be wrong here?
Oh... while I've been tinkering around trying to fix it, it stopped getting hurt by fireballs too. That's great.
CocoMonkey has released 11 files
Title | Category | Avg | Updated |
---|---|---|---|
Crazy Old Tim Plays All The D-Mods Volume 2: 2005-2015 (PDF) | Miscellaneous | ![]() | June 16th, 2018 |
Crazy Old Tim Plays All The D-Mods Volume 1: 1998-2004 (PDF) | Miscellaneous | ![]() | June 16th, 2018 |
Dink Smallwood: Achievement Unlocked Edition | D-Mod, Add-On | ![]() | February 17th, 2015 |
Dinkgon Warrior | D-Mod, Quest | ![]() | February 2nd, 2015 |
Malachi the Jerk | D-Mod, Quest | ![]() | October 6th, 2014 |
Crazy Old Tim Plays the DMODs of 1998 | Miscellaneous | N/A | September 8th, 2014 |
Crazy Old Tim Plays the DMODs of 1999 | Miscellaneous | N/A | September 8th, 2014 |
Crazy Old Tim Plays the DMODs of 2000 | Miscellaneous | N/A | September 8th, 2014 |
Tragic Death of Zink Smallwood (The) | D-Mod, Romp | ![]() | May 13th, 2006 |
Crossroads | D-Mod, Unfinished | ![]() | July 27th, 2001 |
End of the World (The) | D-Mod, Quest | ![]() | March 29th, 1999 |
CocoMonkey has written 5 reviews
Title | File | Type | Score | Date |
---|---|---|---|---|
The best way to play Dink Smallwood | GNU FreeDink | Normal | ![]() | March 15th, 2014 |
Probably the best joke DMOD | Goblin Trouble | Normal | ![]() | September 15th, 2013 |
Utterly without value | Mike Dingwell's First D-Mod | Normal | ![]() | September 6th, 2013 |
I Really Liked the Concept For This Dmod | World of DinkC | Featured | ![]() | May 9th, 2006 |
This Was a Very Good Dmod | Green Voice in my Head (The) - Part 1 - Hangover & Agony | Featured | ![]() | May 9th, 2006 |