Thanks everyone for their comments so far.
[quote data-userid="17" data-postid="62436"]
About the game, it’s looking good!
And I have to say I’m a fan of Lord of the Rings too :smile:
Here is some advice:
1. Try to avoid scaling the brushes. They look out of the pixel-art style. When the game screen is scaled up (x2 or x4), all pixels will have the same big size, except those from the scaled brushes. It’s better to redraw the tile at the size you need. More work but definitely worth it.
[/quote]
I know. There are fewer scaled brushes as you go along, but it did happen a bit. I'm really rubbish at pixel art so redrawing my tiles is not on the top of my list of favorite things to be doing! But I might give it a go. (In the beginning I was creating the new tiles from scratch, instead of drawing over an existing tile - the latter forces it to the correct resolution, or whatever, which I was getting way wrong initially.)
[quote data-userid="17" data-postid="62436"]
2. Make sure all items are in front of other background brushes. If you drop an item you don’t want to loose it behind a tree or so. And for a “state of art” style, you can use the alpha channel of the tiles and have them with an opaque mask and a 1 pixel black border (see The Other Side items).
[/quote]
Please let me know of any items you find that are on the wrong layer. I will research myself, but if I have missed anything important I would love to hear about it! (I found myself early on putting everything on the wrong layers, and I never stopped doing that entirely!)
[quote data-userid="17" data-postid="62436"]
3. Enable the save/load feature. Most of today players really need it. All static brushes with ids (that you can change from script) are automated saved by in the default template, so there isn’t much more to do. Unless you want some items or room to have different names, depending on the state of some properties.
[/quote]
[quote data-userid="23" data-postid="62439"]
all versions of dizzyAGE from v2.0 onwards will automatically work out which static brushes should be saved. it’s a lot easier than using the older versions, where you had to tell the engine which ones to save.
[/quote]
Well that part is good to hear. I do need to work out how to save changed room names, however, before I can do the final version. But at least the engine works out the static brushes itself now - the thread on here I read about the subject must have been from a v1.x
(BTW, the room-name thing isn't vital to the gameplay - just a slight bit of window-dressing on one screen only. But I'd like to keep it anyway.)
[quote data-userid="17" data-postid="62436"]
5. It’s really worth it to polish your game as well as you can even if it’s a “first try”. I haven’t finished it yet, so I can’t say anything about the story or the puzzles right now, but the rest of it looks promissing.
[/quote]
Unfortunately, this is as polished as I get! {yolkfolk}:delight:
I hope to make the next game at least more colorful.
[quote data-userid="23" data-postid="62439"]
never think you can’t produce a good game! just because you’ve not used it for long doesn’t mean you can’t produce a good game.
My first game was for the 2007 comp, and Colins first game actually WON the 2008 comp! What matters is the gameplay, and the puzzles. if those are good, then you’ll have as good a chance as anyone else.
[/quote]
Ah, but I know from experience that I can't make good games. {yolkfolk}:tongue:
Not good enough to compete, anyway. I wouldn't want to be arrogant enough to think that my silly games can stand shoulder-to-shoulder with you guys'. I don't mind making them available for others to play, but trying to claim they're in the same league as "Magic Star Dizzy" or something, well...
[quote data-userid="3" data-postid="62434"]
Just had a quick go, I must admit you’ve done a good job :smile: Plus, I have a few suggestions.
:egg: The room from “Outside the Dead Woods” onwards, The dark red grounds and caves I can’t see very well because I have an old monitor, would it OK to brighten the area up so I can see where where I’m heading?
:egg: In the room “Murky Caverns” well when I walk to the far right from where the Shark Repellant is, I get stuck and I can’t move at all.
[/quote]
As far as the 'stuck' bit goes, I'll have that fixed for the next edition (along with some other bits and bobs).
I admit that I really don't want to have to change the shade of red for the rocks - since I used it all throughout the game(!!!) but I'll look into it. I was trying to stick to the basic colors (even if I did cheat and use extra shades - especially of gray) and brighter reds just looked wrong for the feel of this game. But probably it'll seem more "Dizzy-like" if I do what you say. (Sigh.)
[quote data-userid="3" data-postid="62434"]
I will be honest though, The puzzles and story is nicely thought up :smile: Best of luck with DizzyAGE :tup:
[/quote]
Thanks!
You've already solved the more fun puzzles, however! After this it's more walking that puzzle-solving (although hopefully one or two will still tax the brain cells just a little).
[quote data-userid="23" data-postid="62440"]
I’ll write suggestions and notes here as i play it:
–i like the main screen art, not often we see that in fan games, so it’s good to see when it is done, and especially when it’s done well.
[/quote]
Even when I steal part of it from someone else, as here? :surprise:
[quote data-userid="23" data-postid="62440"]
–when characters are talking, try to put the speech marks (“) around the works. you need to use backslashes before them to tell the engine that it’s text, not code, so no dizzy would be “no dizzy” in the code. This helps to distinguish between narrative and speech. it’s a small detail, but the devil is in the detail.
–try to ensure the text doesn’t make the speech boxes wider than the screen. use more lines, or if necessary, more boxes.
[/quote]
Yeah, I guess you're right. I tried to keep the red border for narrative, but you're probably right.
And I thought I'd got the text boxes down to size. If you remember where they were over, please drop me a line. (I'll have a look myself, of course, when I have a minute.)
[quote data-userid="23" data-postid="62440"]
–i like the humour
[/quote]
Precious little of it from here on out, mate.
[quote data-userid="23" data-postid="62440"]
–pressing ‘s’ in the editor will turn ‘snap to grid’ off and on, allowing you to position things like rocks etc closer together, and in less of a ‘grid’ style.
[/quote]
Yeah, I know. Prolly should go back and redo some of those earlier screens, huh?
[quote data-userid="23" data-postid="62440"]
–not sure ‘mended’ is a word…
[/quote]
It is.
[quote data-userid="23" data-postid="62440"]
–i couldn’t pick up the leaf under the sun because i was holding too much, but the trolls turned to stone anyway.
[/quote]
Oops. I have now fixed this, and one other place where this will be an issue. which will make it into the second "beta" version (to be uploaded whenever I figure out how to get the "save" feature working properly).
[quote data-userid="23" data-postid="62440"]
–some of your items – for example the bucket of water – are see through
[/quote]
Some of them I didn't mind this on, though the bucket was supposed to be opaque. Looks like I'll need to go through that map again...
Thanks again, everyone, and keep that feedback coming! (If and when you have time, that is, and the inclination.)