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The Furry News | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
The fight for Truth and Justice... Furry style | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
September 4, 2001 | Mail to: the furry news@yahoo,com |
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From the editor (daring to wear white) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
H E L P! I need submissions! Listen... I know there are those out there that have some to share, say or show off. Let my newspage be your vehicle to get the word out! I don't ask for much... just a file in a .txt format and some pictures to jazz it up. Got links? I'll link you to your heart's content, just send me something to the above address. Please? So Honcho can get back to working on my dream... | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Warp it! DS Tricks and Tips |
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When you start out dream building, your map is one solid piece. Meaning you can walk from one end of it to another if there are no obstructions. Later on, you want to be able to walk through a door and WOW you are in a separate room you couldn’t see before. Want to learn how? | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Article by Honcho. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
(0:7) When somebody moves into position (#,#), (5:14) move the triggering furre to (#,#) if there's nobody already there. (0:7) When somebody moves into position (#,#), (5:15) move the triggering furre to (#,#), or to someplace nearby if it's occupied. These are the two basic DragonSpeak strings for warping. The first (5:14) moves a fur to an exact spot, and will not move a furre there if someone is already standing there. This is so you don’t have furres winding up in the scenery around an entrance spot by accident, or if you want to block off a warp by having someone stand in the landing spot. The second (5:15) is so the warp will remain open for anyone to go through and there are no spots for the furres to get stuck in on the other side. A thing about warps is that you can’t land on a spot you can’t normally walk on. If your landing spot is the coordinates of a non-walkable floor or object, it will land you instead on the nearest walkable spot. Another tip is that if you land on an object, you tend to turn invisible or take on the appearance of an object! That is, until you move. Most furres start off with simple warps: You move into a certain spot, and you get moved to another part of the map. Usually it’s a pattern that stands out from the normal floor tiles. There can be a line of different floor patters, and each one will take you to a different part of the map. Usually it takes to a central landing spot, but if you want to create the illusion of walking through a door into a separate room, you need a matching pair of DS codes. |
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But first you need to set up your map properly. If you have a door that enters a room in a NW direction, you need to have the matching door on the SE side of the room you are entering. Another thing is if you want to make it a “private“ room, then you need to surround it with “black“ spaces. The best way to do this if you are going to have a series of rooms like this is to lay out the floors and walls of a room, then resting your cursor in the centre of the screen where the character would be standing (having the Furcadia game running at the same time helps figuring this out) use the HOME, PAGE UP, PAGE DOWN and END keys to move the Screen around until the room you just made is no longer visible. There you can mark the outlines for the EDGES of the new rooms. Then you can make the doorways for your rooms. If the door is on the NW or NE side of the room, it should be an actually door image. If it is on the SW or SE side of the room, a simple arch with a floor tile that matches the other side would suffice. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Now, getting into the DS, you can write down the coordinates of each trigger space (where you walk into to warp) and each landing space, or you can have you map window and you DS window set up side by side, with your DS window the active one, the text cursor where you want to type the DS, but your mouse pointer resting on the space in the map window where you want the trigger or landing space. Remember, you need 2 sets to make a door work, and that means you need 4 different sets of X,Y, numbers. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
(0:7) When somebody moves into position (#,#), (This is the FIRST trigger spot) (5:14) move the triggering furre to (#,#) if there's nobody already there. (This is the FIRST landing spot) (0:7) When somebody moves into position (#,#), (This the SECOND trigger spot) (5:14) move the triggering furre to (#,#) if there's nobody already there.(This is the SECOND landing spot) To make an easy connection, first do the position of the first trigger, then the position of the SECOND landing spot. Then move the screen to where you want to move the furre to, then put the coordinates of the FIRST landing spot, then the SECOND trigger. And there you have it. Just remember there is a second set of DS commands that move ANY furre to the spot you designate. So don’t mix them up, or every time you go through a door, you’ll end up bringing everyone else in your dream with you. |
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Previous Issues: | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
HELP WANTED! Reporters, photographers and columnists are needed for The Furry News. |
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July 27, 2001 | Ka' Mang Interview | |||||||||||||||||||||||||||||||||||||||||||||||||||||
July 28, 2001 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gin Blossom Interview | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
July 31, 2001 | Honcho Column | |||||||||||||||||||||||||||||||||||||||||||||||||||||
August 1, 2001 | Wind Messenger Article | |||||||||||||||||||||||||||||||||||||||||||||||||||||
August 2, 2001 | Honcho Article | |||||||||||||||||||||||||||||||||||||||||||||||||||||
August 24, 2001 | Honcho and Talzhemir interviews |