The Dink Network

NitroDink V2.0

January 25th 2004, 07:17 PM
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Gustav
Peasant He/Him
 
When I sent ND to redink, I don't think I sent the latest version. I'm working on it to improve the game even further, but I cannot fix the problem when you die if a spike hits you at all. I'm researching platform games, to try and figure out how to fix it. It should be released soon.
January 26th 2004, 05:06 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Do you mean that you die if you only touch the spike even with your head? I think I have a solution for that one. PM/E-mail me if you want to know.
January 28th 2004, 05:32 AM
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I think that if you split each frame of Dink walking into 2 parts (feet and head to legs) and only collision detected the feet sprites the problem would go away .
February 6th 2004, 01:59 AM
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Gustav
Peasant He/Him
 
It'l screw the sprite up. Thats why I'm not doin it. It's a good idea though. I'm researching platform games. Know how you die if you hit an enemy, but if you hit them on the head, they die? ye
February 6th 2004, 04:40 AM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Ehm... in the collision, check

self.vspeed (dunno if has to be < 0 or > 0)
and self.y < other.y

That was for the platform games what you asked. I think it should work.

And you could make an invisible object around the feet. that sets self.x to dink.x and self.y to dink.y in the step event. Copy the dink collision to the invisible collision. This should do the trick