Author
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Topic: No Push, No Diagonals, and No Bar!!!
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NeonWaters |
posted 03-21- 04:29 PM CT (US)
I am using Dink for a school project. In doing so I am changing him into a modern looking person. I am having a little trouble with this though. 1st......I need to keep him from pushing. I want need it and I do not want to have to draw him for all of that. I have seen this code "void push_active( 1_or_0)" and if I set it to 0 Dink should not be able to push but where do I put this line of code? Oh and I looked and looked though Mystery Island's code and could not find the code for Dink being turned into a duck because I know it was used there.2nd.....I need to make Dink only walk using four directions 2,4,6 and 8. Once again this is to cut my drawing time down. 3rd......I said above that this is a school project. Well I am going to have a Museum set up and Dink will only be walking around and looking at the items that are in it. How do I change the static bar so that nothing is on it. Now I know how to change the colors of it. I need to know how to cut off the level indicator, the life bar, and Dink's levels of strength ect... If I don't let it draw the status bar then it is just all black instead (not there) I don't like that to much. Hopefully you will have the answers. I love sample source code but please tell me what it was attached to. Thanks for you help... ~~NeonWaters~~
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Dukie
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posted 03-22- 11:19 AM CT (US)
Seth put push_active(0à (there's no void in front of it) in the fountain script.. But I suppose somewhere in the bottom in start-1.c will work too I guess.2) Hmm.. I'm not sure if you can do this.. 3) This is really hard, this has only been done in Dinkanoid, and it was a lot of work. The status bar (the frame, without the numbers) is a sprite. And all the numbers, the life bar, they're sprites too, and they all show up if you let the game draw it. The main idea is that you have to change all those graphics (a new frame for the status bar and fitting graphics for the numbers, lifebar, ..) Maybe it would work if you just have a new frame, and make the rest of the graphics a transparant 'nothing' .. But it will be hard.. |
NeonWaters
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posted 03-22- 02:40 PM CT (US)
Hey Dukie, 1) Do you have the code for that one that you could send me? 2) What do you think of changing Dinks brain would that work? 3) I thought about just making all of them white but thought that if there was a way to turn them off I would do that. So I will just white them out. |
NeonWaters
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posted 03-22- 04:47 PM CT (US)
Found Out..... 1)Put "push_active(0)" in start-1 works.Yeah!! :-) 2)Dink has to have a Brian of one and always uses his 1,3,7 and 9. So I will have do draw at least 1 and 7 now. Boo! :-( 3)White them out is not that hard and it works just fine. :-| |
redink1
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posted 03-22- 05:17 PM CT (US)
2) You can get around it (sort of) and use only 4 directions. Just make it play the up direction for 7 & 9, and the down sequence for 1 & 3 by loading the sequence into these areas.3) It was also done in Reconstruction (which was also a school project BTW). What I did was create a sequence of sprites 1-11. Size 1x1 and black (depends on what you want the status bar to look like, I suppose). Then in dink.ini, have it load the same 1-11 sequence into each of the sequences of the status bar. So something like this (just off the top of my head): load_sequence_now graphics/blah- 198 load_sequence_now graphics/blah- 199 etc. BTW, you're going to release it on the 'net, right? |
NeonWaters
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posted 03-22- 08:25 PM CT (US)
redink1, Tell me more about your idea for #2. Wont Dink move Diagonal but just look like he is walking up? That will be crazy but it might just work. Let me know what you were thinking. |
NeonWaters
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posted 03-23- 07:26 AM CT (US)
Ok I copied all the 2's as 1 and 3. Then I copied all the 8's as 7 and 9. Now he sill walks diagonal but it does not really look that bad. If this is the best that can be done then it will work for me. 1)Check 2)Check 3)Check**CASE CLOSED** ~~NeonWater~~ |
Dukie
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posted 03-23- 11:52 AM CT (US)
We want to see that project ofcourse ;) |
NeonWaters
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posted 03-23- 04:45 PM CT (US)
I don't know if I will give it to everyone. I would hate to start out my Dmod name with a boring school project like this. But never fear my bother and I have been working on ideas for a really long and awsome Dmod. So I will have you one to play soon enough. |
George
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posted 03-28- 06:15 PM CT (US)
Well... something I realized in making my dmod is that push_active is not saved when you save. But I think you can modify the load script (start-2 and also part of escape.c and dinfo.c) to make push_active 0 after loading |
NeonWaters
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posted 03-29- 01:04 PM CT (US)
Thanks that is good to know but this is a school project and it wont use save in it. |