i notice you can now use K and M to move dizzy up and down...
i'm assuming this is for the swimming function.
is there anyway to use it to move him up and down anyway? i'm thinking of disabling the jump and fall functions, and just using up and down....
yes, i'm thinking of an RPG-type game. unfortunately, even getting rid of all the fall code doesn't seem to stop him falling. i think it may be hard-wired into the engine or somthing like that...
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The K and M keys are only used in menu. But if the game wants it can use them for other kind of actions. To do what you need, you must rewrite the player's movement and use a custom one. There you could test the K and M keys if you need. If you keep the engine movement you can't get rid of the falling. See the shrink demo about how to switch between engine and custom player movement.
I get the error "init video device error" whether I try Direct X or Open GL. I've yet to try my development laptop. I'll report in when I've been able to. Below is the log file produced for Direct X.
RENDER: init DirectX9 (api 0) failed, try the other api. Render init (api=1). window size 1974342410x-36 RENDER: choosed different pixel format. ERROR: Init video device error. APP: activate off APP: activate on Input done. Files done. App done. ---------------------------------------------------------------------- MEMORY REPORT (14 Kb used) ---------------------------------------------------------------------- ------------------------------------------ | RENE DEBUG DONE | ------------------------------------------
I've updated the downloads, but it's not something essential. It just dumps more render info if log messages are off and a critical error occures. Also reports correctly the window size on opengl. The version remains beta 2nd.
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Arrr... !!! And another update (21:16) This may be somehow usefull, because when starting the game, it was using DirectX to check capabilities, no matter if OpenGL was in dizzy.ini. So if for someone DirectX wasn't working, OpenGL would have failed too.
So, Macon, get this last build and then send me the full log.
It was a mistake indeed. Thanks to Macon (Andy Mason) ! The games however were already fixed for him in the build before. Now I hope the editor works OK too.
If anyone else have problems runing it (DirectX or OpenGL) please let me know.
And a few questions:
How do you usually play the DizzyAGE games? Windowed or Full Screen? 640x480 or as big as the dektop allows? Do you use a small resolution (320x240) while in full screen? Have you used the F10 key to toggle between full screen and windowed mode?
How do you usually play the DizzyAGE games? Windowed or Full Screen? 640×480 or as big as the dektop allows? Do you use a small resolution (320×240) while in full screen? Have you used the F10 key to toggle between full screen and windowed mode?
Alex
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i normally play them windowed, at x2 zoom.
i don't play them full screen because if i remember rightly, it messes up how i have the desktop icons. my desktop screen resolution is 1400x1050, so it could be forcing the resolution to be smaller temporarily.
I always play in full screen mode by pressing F10. I don't bother using the setup to config this. However, whilst testing things developing 'Excalibur Dizzy' I liked to run it in a window so I could have access to other programs.
In short : playing other peoples games = full screen testing my games = window
Cool! Sounds intresting, as soon as i have the time free i will look into it! But a newer version will be released by then, just very busy for time being with life etc!
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