There was one frame of the Dizzy walk tile, where Dizzy had one of his hands white.
You can get the updated version of the tiles set, from the official DizzyAGE site:
https://www.yolkfolk.com/dizzyage/more.html
[quote data-userid="23" data-postid="58621"]
eh?
not quite sure what you mean there alex. tile 11 (walk) looks fine to me. his hands are white anyway.
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erh Jamie, i think alex was on about the 'coloured' dizzy tiles with the red gloves which are available as an additional download, not the standard plain white ones that come with dizzyage {yolkfolk}:animwink:
Yep, the coloured dizzy tiles.
I use them in my game, so that's how I noticed it :smile:
[quote data-userid="17" data-postid="58623"]
Yep, the coloured dizzy tiles.
I use them in my game, so that’s how I noticed it :smile:
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ahh i see.
i always use the white gloves, as that's what he had on the spectrum.
i'm curious, which do people prefer?
yippie! i can access the dev mode again {yolkfolk}:clap:
Thanks!
*goes and checks map*
haha! i've got animated static brushes without even realising i had! i guess i just plonked them down, and as they worked, never thought anymore of it!
oh and btw alex, that build you sent me seems to be fine, i've played RRD continuously for over an hour a couple of times in the last few days, and didn't get any errors.
EDIT:: just noticed you've already released it! :tongue:
the static brushes worked as animated before,
they just couldn't be stopped (with ANIM=0) :smile:
[quote data-userid="17" data-postid="59197"]
Yes, a little bit.
Because of the redefinition of O_DEATH (from #32 to #27) you will have to:
1. remove previous definition of O_DEATH from def.gs (since it’s now defined by the engine). And so do for the P_DEATH define.
2. edit the map and move the death value of your killing or hurting objects, from the first user prop, to the death prop, that will be available on the second prop page.
The change of P_DEATH define doesn’t change anything, since it’s used in the scripts only by value.
This should be enough for, yours and PTeal’s custom death system.
(I had a quick look at yours in RailRoad.)
However you might want to have a look to the new default death system, already available in v2.1b. It is very similar to what you have, it just uses different functions, as callbacks.
There’s a function PlayerDeathMessage similar to your DeathText.
The PlayerRespawn_DEATH callback is very useful to special respawns after special deaths, like when you have to move the player in a specific position after he die.
I recommend to use defines for each death (in gamedef.gs), like DEATH_RAT, DEATH_ACID, etc.
And another thing I experienced and made me adjust some scripts for TOS (and v2.1) is the situation where more than one killer code gets to write in the P_DEATH, resulting in not too exact cause of death. It’s usefull to always check if P_DEATH was 0 (not specified) and/or P_LIFE is not 0 (not already dead), before you set a death in P_DEATH.
The good thing with the current death system is that you can ignore it if your game doesn’t need cause of death this feature. Just don’t set death properties for objects and don’t change the death message callback and the default die message will appear.
Again, staying as close as possible to the default template is a good thing for both future porting of the game and for beginners trying to learn from your game.
Anyway, if you want to keep your current death code, the two changes mentioned in the beginning of the post, should be enough.
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yeah i probably will keep the current code, as it's less to mess around with changing, and therefore less to possibly go wrong!