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April 22nd, 06:25 AM
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SimonK
Peasant He/Him Australia
 
Okay, I think I've fixed all.

The missing wall in the Story 3 Armorer house is weird. It is there in WDE Drone, and then when I load a saved game it is not, but if I go back out the house and back in it appears. Perhaps there is some script still running in memory that is doing a sp_nodraw() or sp_active() on sprite 13 - (that's the sprite number according to WDE Drone). So I've restamped that wall so it is now number 38 and that seems to fix the problem.

As for teleporting to the Mountain plateau without a pick, I thought I removed all the red rocks from Story 3 so that you can't use translocation magic. I was toying with the idea of making a "Dink falls and dies" script like the drowning one in Story 4, but it didn't seem like it was worth the effort.

How are you teleporting? Via the translocation magic, or a cheat?

Speaking of drowning in Story 4, yeah I had left that as if it was shallow water, but in hindsight it should have the drowning sprites, so now it does.

Yeah the white springy enemies can be hard, but if you use the feather disguise they don't target you at all.

As for the Jewel 4 can heal - it should now have a delay or recharge aspect - sort of like magic spells, so that you have to wait 10 seconds or so I think before you can reuse it.

The end battle can be hard, but did you try using/arming jewel 6 (assuming you have all the jewels at this point) and then using the magic Mandrake tells you 'it's power depends on the magic ability of the caster' - i.e. the higher your magic ability the stronger the spell. The redux trailer shows this when fighting the Slurpers.

Other stuff fixed, I hope, will release this soon.