YolkfolkThe Dizzy Fansite
Community discussion

DizzyAGE Video Tutorial Series

Started by delta on 2 May 2009 • 35,567 views

71 posts
#64829
hmmm i don't know. i've tried to just cover the basics really, enough for people to be able to make a nice game, and so that people can get the hang of it. I don't want to then put people off by going into non-essential stuff that may complicate matters!

having said that, if enough people request a certain topic then i'll look at doing one.
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#64832
once you get used to the basics and 'do it' its easier to pick up on other things, All the parts of the puzzle start to fall into place but only when you understand the really basic stuff.

Thinks the basis are hard enough to start learning.
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#64838
Great work Delta, I thought I was doing ok but looking at the tuts I have been doing things the hard way at times
cracking job {dizzy}:cool:
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#64843
[quote data-userid="119" data-postid="64838"]

Great work Delta, I thought I was doing ok but looking at the tuts I have been doing things the hard way at times
cracking job {dizzy}:cool:

[/quote]

Thank you! and don't worry, you're not the only one that's done things the hard way! It took me two weeks to get the blocking to work properly when doing my first game - i *almost* gave up completely!

and on the first video, you may have noticed i didn't explain what the 'brush rects' box was for in the options menu. that's because i didn't actually know! i'd never used it before. I got down to it and thought 'shit, what does THIS one do?!?' I do know now though, and demonstrated it a few times later on. :teethy:

when explaining the layers, i had to scrap the original video and do a new one because i completely messed it up! I very rarely set layers by using the on-screen numbers, so explaining clearly how to use and set them got me in a bit of a twist. {yolkfolk}:crazy:

also, my usual way of doing the 'death' messages was rather long-winded (due to using them before they were supported by default), so i had to work out how to use them properly before i did the tutorial! I was actually really surprised how easy the basic message is to do!

so yes, i learnt things too! {yolkfolk}:music:
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#64857
I did a tutorial,PDF one, for Lassie and did show how much some things becomes auto pilot mode and its quite hard to not just go whizzing past them lol, I tried again with Awakening but with it being both 3D and 2D, coding being slightly different between the to, oh and a rather messed up order I did the demo game it proved to be a nightmare, I guess a video version would of been easier but I have a voice like a strangled fog horn :cry:
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#64935
These videos are great, ive only watched the first couple so far but they inspired me to download DizzyAge, I made a copy so I could play about with the map & after a bit of retrying as I was getting a number of error messages which I didnt understand when loading the .exe file got it running ok from the map. But for these videos was no way I could of attempted owt. This is a much easier way to learn & understand, as its being explained to you & you can try follow.

Anyway ive managed to do a few rooms after tinkering about, was nice to beable to walk around ones you have done yourself for the first time {yolkfolk}:clap: (surprises oneself lol), I understand how to do the coins (not hidden, will have to learn that later I suppose)

Will be a long process learning I expect as will be when get time but these videos im sure will prove invaluable to do so.

Im not neccessarily expecting to beable to make a game (certainly not in the immediate future & still may not thereafter) but I can tinker about on and off & who knows. Will have to watch the remaining ones and hopefully see how to do the 'actioning' of puzzles which will be the crux of it.

If I was to beable to make one its likely would be more simplistic & no way near as grand as those you produce but hey can still add & give an addition for players.

  {yolkfolk}:delight:
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#64944
don't forget that even i started off with a 'simple' game - Diamond Mine Dizzy - and once you know the basics of coding puzzles, it is actually very easy to just use the same code and adapt it for more puzzles, as is shown in one of the later tutorials. Sometimes the best games can be the simple ones!
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#64946
[quote data-userid="74" data-postid="64802"]

Maybe we will see a game from quiggie now! {yolkfolk}:delight:

and loads more eggcellent games!

[/quote]

thats a maybe in caps, bold, italic and underlined!!!

seriously though i have downloaded dizzyage and been looking at JDs fantastic tutorials and my head is swimming with words i don't even know the meaning of!!!!! but gonna keep going till i'm so dizzy i gotta stop {yolkfolk}:scratch: {yolkfolk}:scratch: {yolkfolk}:scratch:
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#65037
help - my snap to grid isn't working - i'm following your instructions carefully honestly {yolkfolk}:scratch:
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#65040
if you're using the 'S' shortcut key, try using the menu option instead.
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#65079

[quote data-userid="23" data-postid="64823"]

If anyone has any questions, or would like me to make a short tutorial about an aspect i may not have covered, then please let me know.

[/quote]

Can you please do an example to show the code for when you say get to part of the map (a barrier for example) that you just want to show dialogue or a message first which maybe like a hint to the correct item you can use there after.

Just need an example of the code. Thanks.
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#65081
[quote data-userid="50" data-postid="65079"]

Can you please do an example to show the code for when you say get to part of the map (a barrier for example) that you just want to show dialogue or a message first which maybe like a hint to the correct item you can use there after.

Just need an example of the code. Thanks.

[/quote]

do you mean showing some text when you press enter on the invisible 'trigger', before it opens the inventory?

if so, just use the same code (with different IDs obviously) that is used in the denzil puzzle example.

the ActionObject part of the 'door' code in the tutorial is this:

func ActionObject_2000()
{
	idx = OpenDialogInventory();
	if(idx!=-1) UseObject(idx);
}

as shown in the 'coding objects' tutorial, this can be copied and used for objects and characters too, and then expanded with status checks (using IF statements) to show a message first, as with the denzil code:

func ActionObject_2002()
{
	idx = ObjFind(2002);
	if(ObjGet(idx,O_STATUS)==0)
	{
		Message1(5,4,""HELLO DENZIL,nHOW ARE YOU?"");
		Message2(6,5,""HI DUDE, I'M HUNGRY!"");
		MessagePop();
		ObjSet(idx,O_STATUS,1);
		return;
	}
	if(ObjGet(idx,O_STATUS)==1)
	{
		idx = OpenDialogInventory();
		if(idx!=-1) UseObject(idx);
	}
}

what you can ALSO do, is then take that same expanded code, copy it and use it in the 'door' code, and it will do the same thing. (obviously change the messages and the IDs used)

The 'coding objects' tutorial shows how the above code (with two IF statements) is merely an expanded version of the original 'door' code. The only real significant difference between the door code and the denzil code is what happens in the relevant 'UseObject' function when you use the correct object. In the case of the door, a static brush is hidden. In the case of denzil, an item object is enabled. The 'ActionObject' code is pretty much interchangable (as long as you change the IDs) as it follows the same kind of structure.

I hope this helps! let me know if that wasn't what you meant, or if i've not explained it clearly enough.

(you've also given me an idea for another video!)

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#65082
You can have it so a message pops up as as soon as you enter the room..or leave a room.


func CloseRoom_*_*()
{

crRequest(gs_fid("CloseRoomLatent_*_*")); }

func CloseRoomLatent_*_*()
{
Message1(14,6,"Message");
MessagePop();
}


But if you want it to pop up while dizzy walk though the room i tend to just us the Collider.

func CollideObject_ID_1( idx )


Not sure if thats what your after??????
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#65083
don't confuse the poor lad with 'closeroom' and 'collider' code!

i'll do a tutorial about colliding with objects next.
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#65089
[quote data-userid="23" data-postid="65081"]

I hope this helps! let me know if that wasn’t what you meant, or if i’ve not explained it clearly enough.

(you’ve also given me an idea for another video!)

[/quote]

Yes thats what I was wanting, the example in the tutorial showed how to use a trigger with the correct item straight off, but on occcasions you may want to use dialogue first on the first point off reaching a particular puzzle before finding & using the correct item on it. Dunno if thats part of giving you the idea for another tutorial or not but I think would complete the 3 main combinations...ie item used straight off, item exchanged with character & item used after initial dialogue has been shown (which may be a message, prompt or clue etc).

I will have to have a go at seeing if I can get it to work now. Thanks.

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#65090
[quote data-userid="50" data-postid="65089"]

but on occcasions you may want to use dialogue first on the first point off reaching a particular puzzle before finding & using the correct item on it.

[/quote]

yeah i didn't do that on the door puzzle because you'd do it the exact same way as i showed on the Denzil puzzle.

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#65094
[quote data-userid="23" data-postid="65090"]

yeah i didn’t do that on the door puzzle because you’d do it the exact same way as i showed on the Denzil puzzle.

[/quote]

Yes I follow, differance is you may need a trigger, so its a combination of using parts of both examples, ive managed to get it to work now after many tries.

Can you do a tutorial on how to use some different music for a game too instead of the original whenever you may have chance {yolkfolk}:delight:

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#65095
[quote data-userid="50" data-postid="65094"]

Yes I follow, differance is you may need a trigger, so its a combination of using parts of both examples, ive managed to get it to work now after many tries.

Can you do a tutorial on how to use some different music for a game too instead of the original whenever you may have chance {yolkfolk}:delight:

[/quote]

i may actually do a basic one on how to change the default music and add a few more. it won't be until next weekend at the earliest tho.

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#65100
yes that's right. in the denzil puzzle, denzil *himself* is the trigger.

[quote data-userid="23" data-postid="65095"]

i may actually do a basic one on how to change the default music and add a few more. it won’t be until next weekend at the earliest tho.

[/quote]

That will be just fine :tup:

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