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DizzyAGE News

Started by xelanoimis on 21 January 2007 • 115,227 views

172 posts
#59233
i really like the idea of room properties very useful, especially for scores, etc. also maybe a property that if selected if you die in the room you will be respawned in the location where dizzy entered the room.

Also could you add text properties to active objects simlar to the rooms? doing so we could then add the items description in on the editor rather than script.
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#59238

Text description for objects in editor would complicate things, because objects gets copied, deleted and a parallel management of such texts could be messy.
I thought at that for item names, but I decided against it.

Another thing I did, was to make a special case of the COLOR property, to consider the input value to be a hexadecimal number (like ff000000ff for opaque blue). The same as displayed on the property browse color button.

I hate to have an if idx==COLOR test there, but I hate even more to guess int values for colors :smile: So if this is OK with everyone, it's how it's gonna be. I don't think anyone was entering integer values there.

Also, I will surprise you with a new cool feature, in the brushes select dialog :smile:

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#59243

A new version of DizzyAGE is available for download on the website.

https://www.yolkfolk.com/dizzyage/download.html

It's not the final v2.1 yet, but it's a release candidate. So, it's named DizzyAGE v2.1r :smile:

This build doesn't include the updated documentation yet (not much to update, anyway) and it hasn't the spellcheck tool either (not finished yet). But it has the PAK tool (that works with old paks) and the AudioWorks fixed.

Minor adjustments are needed for v2.1b games.
See the full history.txt update file inside.

If everything goes well, this will be the final v2.1, next week.
So please download it, try it on your games this week and let me know if it works as it should.

Alex

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#59255
Small fix on the v2.1r

In handlers.gs on the ReloadMap and ReloadScript handlers I forgot the filename parameters. Write like in start.gs:

RoomsLoadTexts("Data\Map\dizzy.rt");
RoomsLoadProps("Data\Map\dizzy.rp");
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#59256
Hm, I wonder if I should store the room properties inside the engine (like room names) and not in a global script table, to avoid loosing them on debug reload scripts requests... Probably it's a good idea.

The room's custom texts have no such problem since they are not to be changed during the game.
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#59260
DizzyAGE v2.1 is getting cooked!
So, it should be ready by tomorrow evening...

just a few adds to the v2.1r :
- room numeric properties stored in engine like room names + Load/Save fixed
- editor custom browser fixed to work on right-click only.

the spellcheck tool is still under construction, but tools are gonna be available in a separate zip and that it will be updated when needed.

So, if you have any last thoughts...
(though, I'm sure everyone is waiting to find bugs in the final release :smile: ).

[EDIT]
Fixed mistake in the values of the player's properties defines, in the DizzyAGE book, too.
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#59265
A few minutes after midnight here (+2), but since in the time zone 0 it's still February 1st, I'll say we are technically in time.



Yes, DizzyAGE v2.1 is finally up. Check the DizzyAGE website:
https://www.yolkfolk.com/dizzyage

And the DizzyAGE Easter Competition 2008 has started too!
Waiting for entries and sponsors :smile:
It will end on May 1st, as usual.

A new note to the rules has just been added:
Contesters can register more than one game in the competition.
So, hopefully we'll have even more Dizzy games this year!

If you need help with your game(s), ask for support here in the forums, or directly on the email from the DizzyAGE website.

Good luck to everyone!
Alex
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#59266

I'll be entering Rail Road Dizzy:

https://i63.photobucket.com/albums/h129/temptationfeeder/Rail14.jpg

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#59271

right, i've ported Rail Road Dizzy over to v2.1

all i needed to do was change the death functions in the map from a user defined one to the proper one, and take out the #def in the def.gs file.

i left everything else as it as, including the room count, death messages etc etc, as it should work fine with the code it already uses.

Alex, please let me know if anything else needs to be changed.

i'll send the beta testers for RRD the new Zip file once alex has confirmed nothing else needs to be changed. i also fixed a few bugs i noticed while changing the properties, and a small bug Adz.M pointed out.

Adz has nearly finished it now, so when both he and alex have finished it, i'll send the new Zip file out, as obviously the old save games won't work with the new version (again! sorry...). i'd like alex's input regarding the last part of the game, so that i can fix anything before i send the latest version out.

i'd appreciate it if you could run through the new version again when i send it out, just to confirm it all still works. :smile:

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#59272
That should be enough for porting RRD to v2.1
I'll play more tomorrow, but I need some walk-through help, as I described in the email I sent you today (didn't get to the other side of the canyon yet).
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#59273
i've just replied to your email, let me know if you need more help.
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#59297
Alex, i found a bug in v2.1

i've sent you the details in an email, it's to do with changing the colour of tiles from the script. i think adding alpha channels has confused the engine from that point of view, as it no longer works.

of course, it could be that you changed the code to do it, but i don't think so.
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#59306

turns out it's not a bug, just i missed something out of the code.

specifically, i accidently edited a file in one of my older games, instead of in RRD... :wall:

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#59350
For my next project I want a playable screen that only has borders at the top and bottom, not the sides. I have made the room size 256 (w) x 144 (h) pixels. I need a map of 30 (w) x 10 (h), it is an irregular shaped map I don't actually need 300 rooms. But on setting the map size I get an 'out of bounds error'. If I click on 'no' then everything is fine despite the error message.

On trying different size map sizes to see where the error occurs it worked Ok at the default of 2000, and failed at 3000, My programming logic told me the error must occur on maps with an x or y greater than 2048. That was the case. It seems strange that an error should be thrown up even though it will work if I ignore the error.

Is it something I'm doing wrong? Is it ok to carry on with my map in the meantime?
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#59352
I'll have a look at it, but an error is an error, and even if ignoring it seems to works, it's still bad. I'll post soon about it.
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#59353

Got it!

It's a bug in the editor, in the new rooms text properties feature, when trying to resize the map texts matrix. I'll fix it today or tomorrow and I'll post a new set of tools.

So it's not about the size of the map being too big, but the resizing operation.
(even the New map op is considered resize (+clear), from the last map)

One work around, for now, is to ignore the error :tongue: , save the big map, close the editor and delete dizzy.rt and probably dizzy.rp files. Then reload the map and add the room's texts again, if any.

Thanks for mentioning it.

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#59356

[quote data-userid="61" data-postid="59350"]

For my next project I want a playable screen that only has borders at the top and bottom, not the sides. I have made the room size 256 (w) x 144 (h) pixels. I need a map of 30 (w) x 10 (h), it is an irregular shaped map I don’t actually need 300 rooms. But on setting the map size I get an ‘out of bounds error’. If I click on ‘no’ then everything is fine despite the error message.

On trying different size map sizes to see where the error occurs it worked Ok at the default of 2000, and failed at 3000, My programming logic told me the error must occur on maps with an x or y greater than 2048. That was the case. It seems strange that an error should be thrown up even though it will work if I ignore the error.

Is it something I’m doing wrong? Is it ok to carry on with my map in the meantime?

[/quote]

is this a project that you'll be entering the Easter Competition with?

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#59362
Yes. I do hope to enter it in the competition. I wasn't going to mention it until I had some screenshots. It hasn't even got a name yet.

I have been working on it for a few days though writing scripts for the game. I have totally re-written the inventory system as I need a bigger inventory and I want to show graphics for each item like in 16 bit Dizzy games. This is working fine.

Also, If you remember I used 16 bit tiles for Excalibur Dizzy. This time the player has the option of switching tilesets so they can have their prefered graphics. This can be done in game and I have also got it working fine using the default template.

Now the fun is over and the chore of making the map starts.
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