with out sounding silly... whats a CrabApple?
but that's not what this "CrabApple" is :smile:
Crab Apple trees are common up north, but normally the apples have something nasty inside
CrabApple is the witch in my game, and she's rotten thro and thro lol.. the idea was based around a hobbit character, the story was all worked out for a flash game but it never got passed two rooms.. so i've replaced the hobbit with Dizzy, and erm toned down the story.. it did have an adult theme :blush:
Anyway CrabApple drugs and kidnaps Dizzy from a bar, Dizzy finds himself prisoner in Crabapple's house and shes put a curse on him, if he escapes he hard boils, so he needs 2 A/ find a way to supress the curse B/ find a cure, C/ dispose of the witch
I've been doing a few experiments on different styles, i mapped a 3D world and chopped it into around 26 images
it runs great but its very difficult to judge where the rooms will tie in so Dizzy isn't two high or low
the rooms could do with being bigger these pics are 256 room size
I don't think I'll go this route.. i would of left it as a suprise otherwise {yolkfolk}:raspy:
it would need to have large room windows.. those are 256x152 and could do with more height, at 240x136 it looks terrible..
the hard part is the platforms.. those are rendered without the background so the can be moved
Its very tedious, the background is cropped into 26 images.. which need renaming to 1000+.. the final ones would then need to be converted to TGA
the map is a 1240x1000 png and the game is about 5 meg with just walk areas lol
thats the 3rd attempt, the first was very pixely
It uses textures technology like for 3D, even if it displays 2d tiles.
And textures are stored as power of 2 in memory.
So, even for a 240x129 tile, internally it will use a 256x256 texture.
That's the smallest power of 2 that includes the given size.
So it would be an optimization to use two tiles per room,
one of 240x128 (stored internally as 256x128) and
another one for the rest of it ( like 240x8 if your image is 240x136 ).
Anyway this is about RAM memory, or even worse,
VIDEO memory (textures are managed by DirectX ).
If you have a bigger map, you might need more memory than you thought.
Consider that a 256x256 texture at 32 bits is 256KB.
Using TGA at 24 bit will help it better than 32 bits.
Or you could try to store in the same image both the visual (in RGB) and the material mask (in ALPHA). Place the brush as opaque for the visual image and then, place it again with alpha blend, to only write in the materials. I think it should work.
Anyway, it's best to stay to the original plan, with classic graphics, to make sure you'll finish it in time.
After all, there might be a nice surprise in the prize list...
So, maybe after the contest, you may have a go for it
and I'll help you with any tech details.
A lot of work would have to go into modeling and tunning the images to look nice.
You can come up with a way of placing Dizzy when entering the rooms, since
exit positions might not match the entrance one, especially if it's not a parallel projection camera.
And you might need a 3D version of Dizzy, unless you keep a more cartoonish style.
And fire fx with smoking particles, like in "real" games :smile:
And 3D surround audio... Ops! I don't have that in DizzyAGE.
In fact I do, but it's not enabled and it's not exported to the script :wink:
its virtually impossible to get platforms in the right place, they need to be detached to place them, which looked aweful
but i learnt some stuff, mainly don't mess with a good thing lol and some of the 3D will be useful elsewhere
OK back to the real dizzy world :teethy:
the map looked like below
First attempt i cut out walk areas, but these where very hard to place
second attempt the walk areas where done with a graphic block that was invisible
i hide all the platforms and rendered them on there own
it does need a lot more detail, and probably scalled down more
if you want to see the game with the 3D map let me know
As for the memory load, it can be helped by splitting the map in
rooms areas, where the tiles are loaded during the game, when
entered the first room in the area, to limit the amount of memory
used for tiles at any moment. Using TileLoad and TileUnload.
Now TileUnload unloads all the loaded tiles, but it can be made to
use some sort of package id, especially if there are a lot of common
tiles, that could be kept. Something like:
TileLoad("data/tiles/common",0); // package id=0
...
TileLoad("data/tiles/area4",1); // package id=1
...
TileUnload(1); // unload package 1
TileLoad("data/tiles/area5",1); // load other tiles as package 1
It would need an engine update, but if you're going to make
a game that needs it, I will add it at that time.
Actually the pak file is only 1 meg
Splitting the map into packs would work lot better, you'll notice when he drops down into the next row of rooms the first area is rather bland, exits are hard to see and a lot of dead space
Probably the best way to do it would be do a regular Dizzy map then model from that, map the rooms horizontally a 1 pack , as Dizzy drops down/up to the next level load a new pack
Move the camera so the view angle is constant on the walk areas.. it'll look better with more control over field of view
Anyway i better get cracking with my game lol.. i need to rebuild my original map
You could also to a Fantastic Dizzy style game a similar way so i guess it would be well worth the time and effort to get the feature working :smile:
BUT
DATCA will get done but it probably wont be ready in time for the contest, who knows stanger things have happened I might just make it :wink:
[quote data-userid="23" data-postid="59844"]
dude there’s still nearly 2 months to go before the deadline. hopefully you’ll get enough free time before May to complete it.
[/quote]
Yeah i know.. thats why i haven't totally given up :wink:
hey slap me with a smelly kipper, i just had a brain storm...
the contest has to be DizzyAGE..but does the character have to be Dizzy?
I could kill two birds with one stone.. make the guys game and enter the contest using his character built with DizzyAGE :smile:
The character is a Vampire so the original story/puzzles wouldn't take much adapting nor will the map
i must say that i think most of us would appreciate it more if it was dizzy...
however, why not make it with his character, then just swap the character to dizzy at the end for the competition (as well as any dialog refering to him)


