TheNewGuy's Profile
I'm the new guy who comes out of nowhere and tries to do somewhat big things. Well, actually, I'm not so new to Dink. I've even looked at the Dink Network a lot in the past years. But I was always a lurker! But any Starcraft player knows not to underestimate them...
Be wary, if you place a background sprite that has been trimmed on any screen that can call a stop_entire_game() function than a wierd thing will happen. Because leveling up calls the stop_entire_game() function this includes any screen that allows you to gain experience.
Here is what happens:
When the game is resumed after stop_entire_game() is called, all the background sprites will be redrawn, but when they are redrawn they forget that they were trimmed and draw the entire sprite instead of just the trimmed area.
Here's a pretty serious example from my own DMOD (it's using a modified menu script that does stop_entire_game):
Before stop_entire_game()
After stop_entire_game()
The solution is to not trim background sprites. Instead use normal (person/creature) sprites but set depth to -100 or so (so they are behind everything else) if you need to trim the sprite.
Edit: Also be sure to set nohit to true, or it won't really function like a background sprite. (background sprites blocking fireballs and such is really bad design anyways).
Here is what happens:
When the game is resumed after stop_entire_game() is called, all the background sprites will be redrawn, but when they are redrawn they forget that they were trimmed and draw the entire sprite instead of just the trimmed area.
Here's a pretty serious example from my own DMOD (it's using a modified menu script that does stop_entire_game):
Before stop_entire_game()
After stop_entire_game()
The solution is to not trim background sprites. Instead use normal (person/creature) sprites but set depth to -100 or so (so they are behind everything else) if you need to trim the sprite.
Edit: Also be sure to set nohit to true, or it won't really function like a background sprite. (background sprites blocking fireballs and such is really bad design anyways).
TheNewGuy has released 3 files
| Title | Category | Avg | Updated |
|---|---|---|---|
| Dink Hotel (The) | D-Mod, Romp | 7.1 | April 2nd, 2019 |
| Dink Script Improvement Pack | D-Mod, Development, Miscellaneous, Add-On | 9.0 | February 25th, 2013 |
| Dink Exploding Missiles Superfix | Development, Miscellaneous | N/A | January 12th, 2013 |
TheNewGuy has written 11 reviews
| Title | File | Type | Score | Date |
|---|---|---|---|---|
| Very Unfinished, but Cool Tech and Ideas | Relic Hunter (Demo) | Normal | 7.3 | November 16th, 2023 |
| The Best Way to Script a Dmod | DinkC Syntax Highlighting for Notepad++ | Normal | 9.8 | February 10th, 2018 |
| A Fun Little Mod | Atonement | Normal | 7.0 | September 16th, 2015 |
| Egorapture | Dink and the Chins | Normal | 6.6 | September 16th, 2015 |
| Could be funny if there was more to it | Pokemon: Bible Version | Normal | 1.6 | September 16th, 2015 |
| Would Enjoy a Full Game of This | Turn-Based Fight | Normal | 6.0 | September 16th, 2015 |
| Super short, but that does not mean it is bad | Happy Sunshine Land | Normal | 6.0 | August 17th, 2013 |
| Amateur, but still fun | Legend of the Ancients: The Capture | Normal | 7.1 | August 17th, 2013 |
| This Skeleton is a Mixed Bag | Skeleton S | Featured | 7.0 | February 18th, 2013 |
| A Great and Varied Collection of Midis | Christiaan's Ultimate MIDI Oeuvre | Featured | 9.4 | February 15th, 2013 |
| Skull really put his heart into this DMOD | Historical Hero II: Armageddon | Featured | 8.9 | February 7th, 2013 |

7.1
9.0
6.6
1.6




