The Dink Network

'arrr dnessssss

June 17th 2016, 09:55 AM
duck.gif
toof
Peasant He/Him
I disagree. 
Just a quick one. How to edit manually hardness but without copying that pattern to every single tile on every single screen in WDE+?
June 17th 2016, 10:02 AM
custom_marpro.png
Marpro
Peasant He/Him bloop
 
Try pressing 'H' in WDE. Not completely sure though. Worth a try.
June 17th 2016, 12:18 PM
duck.gif
toof
Peasant He/Him
I disagree. 
No, no. H gets you to hardness menu. Then I select one square, right click, edit, do what I wanna do (that sounds awesome btw ), but when Im done, that erm 'drawing' is on every square possible.
June 17th 2016, 12:50 PM
slimeg.gif
metatarasal
Bard He/Him Netherlands
I object 
Every tile has a corresponding hardness tile. If you edit that hardness tile it will get changed for all tiles. There are some hardness tiles that aren't assigned to any tiles I think, you could possibly edit one of those to get the shape that you need. Maybe someone else knows a bit more about which hardness tiles are safe to edit, I've never dabbled in this myself.
June 17th 2016, 01:38 PM
wizardg.gif
leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
All right. First off, let me recommend redink's hard.dat rewrite. It's very helpful and adds a lot more variety in premade hardness.

If this is not enough, you can draw your own hardness by selecting a hardness tile and hitting q. Keep in mind that this will rewrite that hardness square so try to use an empty hardness square when creating your own hardness tiles.

Drawing hardness is also a massive pain and I definitely don't recommend it.
June 17th 2016, 02:31 PM
spike.gif
Press H, scroll through the hard tiles with the keyboard, and press S to paste the tile you're currently holding. Don't even try to edit the hardness itself, at least not without backing up hard.dat first - nothing good comes of that, it's a pain in the ass feature that lacks essential commands. (Like being able to manually switch the 'hardness index' you're editing, or changing what hardness index is assigned to which tile.)
June 17th 2016, 03:38 PM
duck.gif
toof
Peasant He/Him
I disagree. 
Well, new hard.dat does give a lot of improvements over old hardness patterns. Now another question. And I thought I was beyond this already, but

I've created a castle wall and decided to check some special effect. I want to use sequence 151 on that wall, and I want it to go through the frames when I hit the 'switch'. I've putted a fence as a 'switch' and added this little code to it:
void hit(void)
{
int &wall = create_sprite(301, 342, 7, 151, 1);
sp_brain(&wall, 7);
sp_seq(&wall, 1);
sp_speed(&wall, 1);
}


The sequence doesn't even show up, what the duck?
June 17th 2016, 04:32 PM
wizardg.gif
leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
your sp_seq() should be (&wall, 151) rather than (&wall, 1)