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Author Topic:   A huge problem
Kornelije posted 12-18- 02:14 PM CT (US)   Click Here to See the Profile for Kornelije   Click Here to Email Kornelije  
Hi all around!
I gotta problem. I usually can take care of my problems on my own, but now I don't get what is the problem. Here is what I wanna do.

In the main menu screen, you have few buttons. If you press start button, I want all those main menu buttons to disappear and a new big sprite to show on the screen which is also set as the button. Then you have to press that button to start the game? What is my problem, you now ask? When I press click on start button the new big sprite appears but it is not set as button and even if I press it 13243 times it won't start the game. In addition, all those main menu buttons don't want to disappear.
Here is important code and if anyone knows where is the problem let me know!

This is in start.c

// ************************************************
// Create the START button....

&crap = create_sprite(314, 300, 14, 5, 1);
sp_script(&crap, "play");
sp_noclip(&crap, 1);
sp_touch_damage(&crap, -1);

// ************************************************

This is in play.c(note that this replace start-1.c in my DMOD, just to make it clear)

// ************************************************

void click ( void )
{

// Clear the screen black in preparation for the first room of the game.
fill_screen(0);

// Creating Background
int &back = create_sprite(1,1,0,50,6);
sp_noclip(&back,1);

// Creating big sprite
int &StrPlus = create_sprite(150,150,14,50,5);
sp_que(&StrPlus,1000);
sp_script(&StrPlus,"gorun");

kill_this_task();

}

// ************************************************

The play script point the button to gorun.c script when clicking on the new sprite...
gorun.c is just like the old start-1.c. No changes made. Why the game does not start?

If anyone has the solution, please let me know... ;)

redink1 posted 12-18- 05:39 PM CT (US)     Click Here to See the Profile for redink1  Click Here to Email redink1     
Easy fix. Create a few global vars in main.c like "&button1" and "&button2". In start.c, instead of &crap set for load and quit, use &button1 and &button2.

Then, in play.c, do this:


void click ( void )
{

// Clear the screen black in preparation for the first room of the game.
fill_screen(0);

// Creating Background
int &back = create_sprite(1,1,0,50,6);
sp_noclip(&back,1);

//kill load, quit
sp_kill(&button1, 1);
sp_kill(&button2, 1);

// Creating big sprite
int &StrPlus = create_sprite(150,150,14,50,5);
sp_que(&StrPlus,1000);
sp_script(&StrPlus,"gorun");
//Set brain to 14, button brain
sp_brain(&StrPlus, 14);

//Kill self
sp_kill(¤t_sprite, 1);
kill_this_task();

}

P.S. Does this mean I get 5% of all profit from Planet Dryx?

someone2 posted 12-18- 09:28 PM CT (US)     Click Here to See the Profile for someone2  Click Here to Email someone2     
LOL Redink1, that 20 cents will come in handy. (I'm not saying it will be crap, just I don't think anyone would buy it.)
Kornelije posted 12-19- 09:48 AM CT (US)     Click Here to See the Profile for Kornelije  Click Here to Email Kornelije     
You can't believe how I like your dark jokes at me, but don't be mad if I die someday in a bath full of money. It is just a shareware and after all, I have a tehnique how to publish my project at no cost. It seems to me that you always wanted to sell something, but you couldn't and this is how you fullfil your lost ilussions and cure your frustrations. As I said, the game will contain 8 techno tracks on CD, so if people can buy a CD of their favorite group for about 15-20$(I don't know the price in America, I am from Croatia anyway), why wouldn't they buy a CD with music and the game which will give them fun for many hours.

Anyway, antisomething campaignes are forbidden in forums so you shouldn't sabotage somebody's product... not that it's not funny...
And by the way, If you really want that 5% you can get it but not with doing some code... if you make some graphics for me(male and female or something) I would give you 25% not just 5%, but that is yet to be decided...

See ya! Hear ya, however!

redink1 posted 12-19- 08:01 PM CT (US)     Click Here to See the Profile for redink1  Click Here to Email redink1     
The 5% thing was just a joke, but kind of a hidden criticism as well. If you're going to make a pro-profit D-Mod, you might do well to create a "test" D-Mod (featuring Dink) that is only like 50 screens or so. That will let you get the 'feel' of D-Modding, and probably help make Planet Dryx better. And the feedback from that would help you determine how Planet Dryx might perform.

Though back to the topic: did my solution work?

someone2 posted 12-19- 08:43 PM CT (US)     Click Here to See the Profile for someone2  Click Here to Email someone2     
That wasn't meant to be offensive. How am I sabotaging your product?
Kornelije posted 12-20- 01:06 AM CT (US)     Click Here to See the Profile for Kornelije  Click Here to Email Kornelije     
Sabotaging the production and millions of copies of Planet Dryx... Oh, man, I am just kidding...

TEST DMOD...
Right! I am making a DEMO at the moment which will be released very very soon and it will provide everything to get a feeling about the Planet Dryx... I will inform you when it's done...

About your solution, it is correct and it works, but I gotta find another way because every global variable is totally important so I avoid using them for non-important things. The only way is to kill those buttons and then fill screen black. I will make just one script for that which will enable me to kill all those sprites because local variables can be used within one script. I know how to store more than 200 variables but even so I don't want to use them because I'll need them very very much...
Have you seen the weapons? Bad, hugh? Comment them!!!

Thanks,
Kornelije Petak

Zail posted 12-20- 10:55 AM CT (US)     Click Here to See the Profile for Zail  Click Here to Email Zail     
Instead of making new variables you could use existing (but not the internal ones) variables to do it. A D-mod of the size you are talking about is bound to have conversations that go on with more than one person. The variables needed to make that work would work well with your starting screen. The first button could be "&person1" or something like that.

ps. I think Redink1 was talking about a totally separate D-mod to start off on. 50 screens is roughly 7x7 screens.

someone2 posted 12-20- 09:51 PM CT (US)     Click Here to See the Profile for someone2  Click Here to Email someone2     
Actually Zail you don't need globals to do that. If you get their sprite number in DinkEdit, then do a &guy = sp(X) on it, it works just as well. The editor_num stays the same. You can't use the 'normal' one, since I think that is calcuated as they are rendered, so it is different on different computers.

But Zail's right, you can use a global that you need for something else for the buttons, since it will be reset anyway.

Kornelije posted 12-21- 01:11 AM CT (US)     Click Here to See the Profile for Kornelije  Click Here to Email Kornelije     


Instead of making new variables you could use existing (but not the internal ones) variables to do it. A D-mod of the size you are talking about is bound to have conversations that go on with more than one person. The variables needed to make that work would work well with your starting screen. ps. I think Redink1 was talking about a totally separate D-mod to start off on. 50 screens is roughly 7x7 screens.


What did you ment by this?


BaconBitz posted 12-21- 03:50 AM CT (US)     Click Here to See the Profile for BaconBitz  Click Here to Email BaconBitz     
huh?
Zail posted 12-21- 12:08 PM CT (US)     Click Here to See the Profile for Zail  Click Here to Email Zail     
I was responding to redink1's and your comments when I posted that last message.

The first paragraph you can scrap. The only good thing in it was the part about reusing variables.

The ps. was about a message that you posted. A huge D-mod shouldn't be your first one. You will get sick of it and it won't get completed. A small D-mod is the right size for your first D-mod.
I have to admit that my first D-mod might even be a little bit big. The Mrs. Scarlet Murder Mystery Demo is misleading. There will only be 100 progress points (I was toying with the idea of multiplying all the experience values by 4). The Demo is about 1/5 of my upcoming D-mod.

Kornelije posted 12-21- 02:53 PM CT (US)     Click Here to See the Profile for Kornelije  Click Here to Email Kornelije     
First, I need to tell ya that this is not my first DMOD. I did a few of them (18/35/66 screens) but I don't have a good connection so I didn't tell anyone about it. After all, I have some programming experience in Basic mostly but, at this time I am learning C++, so I know a little bit. That's how it is. The only problem is my low graphical expressing. Meaning that I don't know to create good 2D graphics and I don't have 3D studio max...
redink1 posted 12-21- 06:40 PM CT (US)     Click Here to See the Profile for redink1  Click Here to Email redink1     
Actually, not having 3d Studio Max is kind of a good thing. If you haven't had any experience with 3d before, don't expect to just go into 3d Studio Max R3 and make a bunch of cool stuff (believe me, I tried). I think it takes a few months of hard work to get the hang of it.

Or, you could try Poser 4 and Bryce 4. They are both cheap ($200 each, compared to $3000 or so for 3d Studio Max R3) and each do their thing quite well. Poser 4 is all about people/animal/mech modeling (and it includes plenty of models, with a ton to download at various sites) while Bryce is about landscapes (which probably wouldn't be very important, but it can do some basic 3d stuff simpler than 3d studio max, though there isn't an animation function that is easy to use).

Kornelije posted 12-22- 04:14 AM CT (US)     Click Here to See the Profile for Kornelije  Click Here to Email Kornelije     
I had some exp with 3D studio and I made some cool pics and animations, but... whatever...
Kornelije posted 12-22- 04:15 AM CT (US)     Click Here to See the Profile for Kornelije  Click Here to Email Kornelije     
REDINK1, How old are ya?
redink1 posted 12-22- 01:47 PM CT (US)     Click Here to See the Profile for redink1  Click Here to Email redink1     
17. Though, I only used 3d Studio Max R3 only about twenty times, and I just found it way too confusing (which looks like it wasn't to you). Anyway, good luck with your D-Mod.
justme posted 01-03- 11:43 PM CT (US)     Click Here to See the Profile for justme  Click Here to Email justme     
So what's your technique for getting your game on the market? Is it a secret?
Are you going to sell it as a download?
Wyndo posted 01-04- 05:06 PM CT (US)     Click Here to See the Profile for Wyndo  Click Here to Email Wyndo     
We use Bryce 4... we own Poser too, but haven't quite had a chance to figure it out. We're using these tools for StarLock (at www.prowler-pro.com/starlock ). To use Bryce for Dink, you'd need to turn off Antialiasing when the scenes render, and you'd have to get REALLY familiar with setting the camera position (editing the numbers) to make sure your images come out the right size.
Kornelije Petak posted 01-05- 03:38 PM CT (US)     Click Here to See the Profile for Kornelije Petak  Click Here to Email Kornelije Petak     
To Justme:

I will release it as the shareware, but only Demo will be downloadable. Original will be on CD. Maybe I will decide to remove CD tracks and use .mid but they are so screwed so I don't like MIDI at all. You got me, right?

I am considering to make a 3D FPS using Dink as the story, or making platform arcade(easier, but more expensive...)

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