CrabApple is a witch :wink: The story goes: CrabApple has put a spell on him that forces him to be her slave.. if he tries to escape; he hard boils internally.. so he needs to find away to move around and not boil also find a way to lift the curse..
The story was going to be my first Lassie game called Furkwitt And The CrabApple, but never got passed 2 rooms, it was also kinda rude so I thought better of it!
I need to figure out a way to boil him.. i guess the drowning script would be the easiest way to get him to die slowly over a space of time??
The story was going to be my first Lassie game called Furkwitt And The CrabApple, but never got passed 2 rooms, it was also kinda rude so I thought better of it!
I need to figure out a way to boil him.. i guess the drowning script would be the easiest way to get him to die slowly over a space of time??
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it depends on how you're planning on determining what makes him boil. being too far away? doing things you shouldn't? also if he moved closer would the boiling 'stop'?
if so, the code could be adapted for use with it, and the animation would probably suffice, even tho it is for drowning emotions. as you got more familiar with using the tiles, you could probably change them to be more suited to your use.
you could have a P_BOIL property on the player and you can change Dizzy's the color gradually to red and you can also add the hurt/drown emotions on higer boil levels.
Have a function that set player's color and emotion, depending on boil level and then adjust the boil level in the way you must: like after a time, or when entering far rooms, etc.
When it comes, I can assist you with the implementation, if you need help with it.
thanks TF and xelanoimis, it would be nice to get it working, But i have loads to do before i need to worry about it, i think it would be better if he got less hot under the collar if he goes backover.. i would imagine it would be very frustrating if he kept going pop trying to get back
Should i worry you guys can actual think of ways quickly to boil poor old Dizzy?! {yolkfolk}:rofl:
Poor old Dizzy, i guess if you need to assassinate someone you have to be creative! I've thought of a few novel puzzles and a new form of transport.. i just need to code em lol
Poor old Dizzy, i guess if you need to assassinate someone you have to be creative! I’ve thought of a few novel puzzles and a new form of transport.. i just need to code em lol
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i thought of a novel way of killing ages ago. Zombies on Motorbikes.
think about it, why should they walk around slowly all the time? people can just run away from them. if they had motorbikes, they'd be much more efficient!
plus the mental imagery is just awesome. {dizzy}:cool:
RRD is almost ready. i just have to fix a few small bugs i found while playing through it.
it took me 2hrs and 20 mins to play through from start to finish, trying to get the highest score possible. unfortunately something is wrong with the scores, as i didn't end up with the score i should have. That may take some delving into to discover why....
basically, as soon as i've fixed that issue, it'll be released.
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!
can i suggest that if someone enters more than one game, they are only eligible for prizes with their highest scoring game. that way there's no possibility of them getting 1st and 2nd places (or any 2 prize scoring places) and depriving someone else of a prize.
no real details or story yet, however the map is complete and the items and characters are placed. don't expect many updates about this game, altho it will be released by May 1st.
i have to say, i'm absolutely loving coding MSD. i kinda felt RRD strayed a bit too far from the Dizzy 'norm', but i think (i hope!) i've got MSD pretty much spot on. {dizzy}:cool:
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