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DizzyAGE News

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

172 posts
#59607

cool! {yolkfolk}:clap:

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#59609

Congrats Alex {yolkfolk}:clap:

Do you want me to mention this news on Yolkfolk.com? I was thinking of posting a competition reminder on there at some point :smile:

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#59610

[quote data-userid="3" data-postid="59609"]

Do you want me to mention this news on Yolkfolk.com? I was thinking of posting a competition reminder on there at some point :smile:

[/quote]

Of course and let's hope it will motivate other people to join in, too :smile:

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#59771

1. Room numeric properties.

In the ctrl+R dialog, where you can input the room's name
there will also be about 4 or 8 numeric properties (for each room)
that will work in the same way as brush properties, accessed in script
through RoomGet(rx,ry,idx) and RoomSet(rx,ry,idx,value) functions.

There's no pre-defined room properties, since the default template has no need for them,
but features like room visited (or room score), would be very easy to implement.

alex, i'm kinda confused as to how you actually implement the numeric properties. yes there are 8 boxes per room in the editor, but how do you call them in the script? they don't have 'names' like the brushes do, they just have properties. so i'm a bit perplexed as to how to actually change them, as there doesn't seem to be any way to distinguish between them.

this is one of the last things i have to do in MSD. and it's also just occured to me that it may come in very useful for my next game, altho i'll have to think about that a bit more...

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#59774

[quote data-userid="23" data-postid="59771"]

alex, i’m kinda confused as to how you actually implement the numeric properties. yes there are 8 boxes per room in the editor, but how do you call them in the script? they don’t have ‘names’ like the brushes do, they just have properties. so i’m a bit perplexed as to how to actually change them, as there doesn’t seem to be any way to distinguish between them.

[/quote]

A room stores the numeric properties similar to brushes.
If brushes are identified through their internal index, that can be searched with ObjFind or BrushFind ant the brush id, the rooms are accessed through their coordinates.

Since there are no specific properties for rooms, like for brushes (ex: O_COLOR or O_STATUS, etc), you have to address them through their numeric values. Of course you can do that for brushes too. Ex:
ObjGet(obj_idx,O_COLOR) is the same as ObjGet(obj_idx,12) since the O_COLOR define is 12.

So if you want to get a room property in the script, let's say property number 2, corresponding to the third box in editor (since they start from 0) you do like:
value = RoomGet(rx,ry,2);
where rx and ry are the room coordinates in the map (starting with 0,0 in the top left corner).
If you want to overwrite this property, during the game, you do:
RoomSet(rx,ry,2,newvalue);

Of course if you use one of the properties for a specific purpose, you can add a define, for a more elegant use, like:
#def R_MYPROP 2
and use
RoomSet(rx,ry,R_MYPROP,newvalue);

Let me know if that was the extra info you needed.

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#59778
aha! thank you, i'll give that a go...

EDIT:: well that was dead easy! i've nearly finished it now...
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#60261
Well, I can no longer hold this v2.2 beta anymore, so here is a first shot:

https://www.yolkfolk.com/dizzyage/download/dizzyage_v22b1.zip

The zip includes the devtools (engine, template, editor), tools (with new FontWork and TextWork), updated DizzyAGE book and a localisation tech demo (english and romanian so far).

Please read the history.txt file inside to find how to upgrade your games,
because there are a few changes required.

PTeal, please test the FontWork tool and see if the support is OK for what you were needing. Sorry there's no font demo, but it's covered in the book.

Jamie, please see if it fixes the problems you had with the map loading or so.

I'll have to play TOS on this version too, and see if it goes well.

And if anything will be OK, this will be the v2.2 soon.
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#60262
And here is a sample of a font attached. (tile .tga and .fnt file)
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#60267
And if anyone from Poland, Russian or other countries can help adding new languages in the localisation demo, that would be included in the official release.

It needs a repaint of the font tile, with specific characters in their ASCII postions, translation of the .gsl files (using these characters),
little codding in language.gs, etc.
(so far, I only have the font tile in Russian)
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#60273
i'll have a look at it later. has anything changed in the map editor?
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#60274
Not much difference in the editor.
The numpad enter key support in edit boxes and better map scrolling.
See the history.txt for other details.
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#60315
I have the russian version for the Localization demo (text and font).
So, if other countries want to be present, let me know.
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#60336
In this v2.2b, I have a bug in counting text rows and their height.

If the text ends in n, this last empty line was not considered.
It's fixed now, on my computer. So don't worry about it.

The localization tech demo will be adjusted a bit, about the language menu.
I want to avoid the "all languages names in all supported languages" issue...

I plan to release official v2.2 by the end of this weekend, so if there are other problems, let me know by then.
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#60338

i'll deffo be able to see if the map changing works by then. i'll let you know the results! :smile:

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#60380

i'm guessing alex, that you've released dizzyage v2.2 ? :wink:

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#60381

DizzyAGE v2.2 is ready!

https://www.yolkfolk.com/dizzyage

Little has changed since the v2.2beta:

- support for flashing color {f:1} on the in-text tiles {t:id dx dy}.
* before, tiles were displayed with current color, even if flash flag was set.
- template: added SampleStopAll() in files.gs, after loading a saved game.
* you should add it too.
- changed misspelled "localisation" into "localization", in setup, dizzy.ini etc.
* you must adjust your dizzy.ini too.
- included TextWorks tool, for text strings export and import
* have a backup before using.

I've also updated the documentation, all tech demos and the "Mushroom Pie" and "Healing Potion" games.

Added new article on localization and a tech demo about it, with three languages.

Hopefully there won't be any more bugs...
I will hold this version until all current DizzyAGE games are upgraded to v2.2

So, download it and start upgrading your games, especially the one in progress for the competition.

And as usual, if you need help or if you find something not working, please let me know.
By the way, the latest history entries were dated 2007 instead of 2008 :tongue:

Alex

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#60383

dammit alex, i have 7 games to upgrade!!! :surprise:

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#60384
You probably noticed the Google AdSense advertisers on the DizzyAGE website are gone for some time now.

Well, my experience with AdSense produced exactly $26 in more than four months, before Google decided to close my account for good, due to "invalid clicks" they say... At least I'm not singular case.

I was hopping to push a bigger prize in the competition this year, but since they don't pay until $100 is reached, I can say it was more trouble to add and remove their code from my pages.

Still, there is time for more sponsors to show up, so keep the good work!
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