Dink hopping when he shouldn't in ver 1.44
Pilgrim's Quest
Okay, so the latest - ver 1.44 - upload has a bug with Dink walking - he hops and he shouldn't
So I'm going to see why and fix this
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Two things caused this, left some set_sprite_info lines in dink.ini I shouldn't have, and didn't allow correctly for loading of saved games if you are in the middle of finding the Basilisk underwater. Not to bore you with details, but I was using init() to reset the depth dot position and then reset it, but I stuffed up.
Going to have to remove those init lines, as messing with them seems to screw things up royally (meaning I can't see why just replacing them doesn't fix things).
Will upload shortly
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So, have removed the init() lines which on a quick testing has returned Dink back to normal. I think I know sort of what was going wrong, I was assuming Dink is walking without a sword, so when I was restoring the walking set_sprite_info lines it was messing up - although why this was happening on starting a new game I haven't figured out yet. Creating new graphics of Dink walking underwater is a better way to go, but That's 8 directions with fist (64 images) and 8 with sword (another 64 images)... way too many for me to contemplate right now. I could try checking what weapon Dink has... sigh... all because it is possible to reload a game with the escape key, (which should be able to get around with a script change) but then there is the Quicksave and Quickload in DinkHD... I feel like Officer Murtaugh in Lethal Weapon.
So I'm going to see why and fix this
-----------------------
Two things caused this, left some set_sprite_info lines in dink.ini I shouldn't have, and didn't allow correctly for loading of saved games if you are in the middle of finding the Basilisk underwater. Not to bore you with details, but I was using init() to reset the depth dot position and then reset it, but I stuffed up.
Going to have to remove those init lines, as messing with them seems to screw things up royally (meaning I can't see why just replacing them doesn't fix things).
Will upload shortly
++++++++++++++++++++++++
So, have removed the init() lines which on a quick testing has returned Dink back to normal. I think I know sort of what was going wrong, I was assuming Dink is walking without a sword, so when I was restoring the walking set_sprite_info lines it was messing up - although why this was happening on starting a new game I haven't figured out yet. Creating new graphics of Dink walking underwater is a better way to go, but That's 8 directions with fist (64 images) and 8 with sword (another 64 images)... way too many for me to contemplate right now. I could try checking what weapon Dink has... sigh... all because it is possible to reload a game with the escape key, (which should be able to get around with a script change) but then there is the Quicksave and Quickload in DinkHD... I feel like Officer Murtaugh in Lethal Weapon.
Fantastic - I'll give it a go!!
Strange, it might be my DinkHD installation, but there's no smooth animation when changing screens...
Edit: must be my DinkHD. Same problem with the main game as well.
Edit 2: totally my bad. I'm not that familiar with DinkHD. Apparantly there's an option for "smooth screen scrolling".
Strange, it might be my DinkHD installation, but there's no smooth animation when changing screens...
Edit: must be my DinkHD. Same problem with the main game as well.
Edit 2: totally my bad. I'm not that familiar with DinkHD. Apparantly there's an option for "smooth screen scrolling".