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Treasure Island Dizzy (DizzyAGE Remake) v2.4 [DOWNLOADABLE]

Started by Peter Teal on 20 September 2009 • 21,256 views

27 posts
#54523

after almost 3 years since the last update, today finally sees the new updated release of Treasure Island. Now on version 2.0 and running on dizzyage 2.3

As always i've tested the game and found no problems, please report back in the thread if you do experiance and i'll update the game asap.

To download just visit the games page on yolkfolk @
https://yolkfolk.com/games/treasure-island-dizzy-dizzyage-remake/

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#66474
Aha! Great news!

I've uploaded it on DizzyAGE, adjusted the version and updated your website link to yolkfolk.

And now that you're back to upgrade your first games, maybe we can hope for the last piece, Dizzy 5? It would sure make a good entry for the next competition :smile:

Alex
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#66485

Great to hear from you m8 :smile:

Although there's a couple of things I've come across whilst playing.

:egg: In 3 rooms (The blasting area, blasting area entrance and one of the rooms on the way to reach the snorkle) the inventory texts in those rooms highlights to red for some weird reason.

:egg: When I pick up the snorkle, Dizzy's gloves and shoes go white.

:egg: I can't seem to reach the platform that leads to the detonator and the glass sword.

:egg: When I jump off the pier on the far right hand side of the the second island into the water, Dizzy shows his Aqualung sprite when he drowns.

:egg: Dizzy also shows his "drowned with Aqualung" sprite when he gets struck by lightning when I leave the grave without the bible.

:egg: There's a rather unusual bug involving the title screen, when I enter the main menu on the title screen then leave the main menu again, pressing enter won't start the game.

That's about it for now. :blush:

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#66487

Ok, I've fixed everything except the red background on the inventory text, not quite sure whats going on there {dizzy}:huh:

The updated game has been uploaded to yolkfolk

https://yolkfolk.com/games/treasure-island-dizzy-dizzyage-remake/

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#66488

Ideal :smile:

I'm really sorry to say that I've found a few more. :sad:

:egg: After using the dynamite in the blasting area, the boulders dissapear, but where the boulders were, There appears to be an invisible block and I can't get through to get the bag of coins.

:egg: Y'know black beard's secret kitchen, the room where you find the microwave oven? Well I can't reach the way out of there.

:egg: when I place the dehydrated boat in the water, the game crashes with an error message.

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#66489
Thanks :smile:

I've updated the game again and re-uploaded

hopefully thats everything now.
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#66508
v2.2 is up on DizzyAGE too
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#75611
Treasure Island has now been updated to v2.3.

the only difference is that the game engine has been updated to DizzyAGE 2.4
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#75613

I'm getting a script error when I click on download, infact all the games are doing it.

Database Error
Message: MySQL Query fail: UPDATE gamesdb_downloads SET gamesdb_download_count=gamesdb_download_count+1 WHERE gamesdb_download_id='245'
MySQL Error: Table 'yolkkcom_yolkfolk.gamesdb_downloads' doesn't exist
Date: Monday, November 14, 2011 at 3:20:21 PM
Script: /site/download.php?id=245
Referer: https://yolkfolk.com/site/games.php?game_id=222

Fatal error: Call to undefined function redirect() in /home/sites/11a/0/0f64b137db/public_html/site/download.php on line 26

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#83550
Over the next couple of weeks I'm going to be revisiting this remake with some plans to update it, My plans for this game include

:egg: Updating of the game map (Similar colour scheme to mystic forest dizzy)

:egg: Ambient sounds from fire, water, etc...

:egg: changing to game so players have 3 lives, and an energy bar

:egg: classic gaming mode, or fun mode (like in wonderland)

:egg: implement the dizzyage language localization system

:egg: Implementation of a high score system, similar to dizzy and the other side. (Only when played in classic mode)

:egg: changing the inventory system, to the one used in dizzy 3 and beyond

:egg: dizzy will be able to go under water for a few moments, but will drown eventually without the snorkel. (dizzy will refuse to drop the snorkel underwater to stop any unwanted issues)

:egg: the removal of the original game advert scrolls, they will be re-implemented in normal message boxes.
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#83554
Can make better new game, than remake the old? It is normally made.
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#83556

I have a few suggestions that I'd like to help with. :smile:

Firstly, you may want to replace the following tiles on all your remakes, as they're all missing a sprite each.
- The Bat and the Dizzy Hawk (both now with 4 frames instead of 2)
- The Water (now with 4 frames instead of 3)
The tiles are also available on the Crystal Kingdom remake.

Also on DizzyAGE, the music for Treasure Island is badly looped, especially the ingame tune.
I've done 2 .ogg files that loop perfectly.
- The Title screen
- In Game music

[quote data-userid="2" data-postid="83550"]

:egg: Updating of the game map (Similar colour scheme to mystic forest dizzy)

[/quote]

I've played that game and that idea sounds like a massive job and a half there! :tongue:

[quote data-userid="2" data-postid="83550"]

:egg: the removal of the original game advert scrolls, they will be re-implemented in normal message boxes.

[/quote]

You could replace the original adverts with one's involving this site, the fan games, Oliver Twins, Social Media, Neil's Facebook group etc.
Just a thought really.

I could have a go with collecting the borders from the Spectrum, Amstrad and Commodore versions, then maybe have the exact same option selections from the latest Spellbound remake.

Hope this helps. :smile:
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#83566

Thanks :tup:
I'm going to update the water and music in the current treasure island and hopefully get it uploaded tonight. (v2.4)

I Will then take this version, and develop the new version I proposed above from it.

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#83571
When I first started with DizzyAGE I wanted to use the TID style message scrolls and I couldn't work out how you'd done it! Now I'm getting more confident I think I could, if it were an old-style game with a black background. Speaking of which, have you thought about updating with a blue background? I saw some mock-ups somewhere and it looked pretty cool.
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#83574
Speaking of which, have you thought about updating with a blue background? I saw some mock-ups somewhere and it looked pretty cool. I think that's what Peter's planning on doing since he mentioned giving the game a similar colour scheme to Mystic Forest.
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#83577

[quote data-userid="1205" data-postid="83571"]

When I first started with DizzyAGE I wanted to use the TID style message scrolls and I couldn’t work out how you’d done it! Now I’m getting more confident I think I could, if it were an old-style game with a black background. Speaking of which, have you thought about updating with a blue background? I saw some mock-ups somewhere and it looked pretty cool.

[/quote]

First off the scrolls...

To create the scrolls I screen captured each one, saving them to a .tga file for dizzyage.

On the map I would place this graphic, minus the bottom scroll bar. I would then give the graphic an ID (say 100), and in the user properties I would set #32 to the exact height of this placed graphic (found under brush #4 h)
I would then place the bottom scroll bar below this graphic, setting the ID to +1 of the top half.
Both parts of the scroll should be set as dynamic and disabled.

I would then call the below function, passing in the top half of the scroll ID.

#def O_SCROLLH 32

func ShowScroll ( id )
{
// Set the ids for the objects
idxtop = ObjFind( id );
idxbot = ObjFind( id+1 );

// if any of the ids can't be found then exit the function
if( idxtop==-1 || idxbot==-1 ) return;

// Pause the game
GamePause(1);

// set the scrolls to their closed state
oy = ObjGet(idxtop,O_Y);
ObjSet(idxtop,O_H,8);
ObjSet(idxbot,O_Y,oy+8);

// enable the scrolls now they are in the closed state
ObjSet(idxtop, O_DISABLE, 0);
ObjSet(idxbot, O_DISABLE, 0);

// Get the variables from the objects
// y = the y position on the map for the top of the scroll
// h = current height of the scroll
// boxh = the full height of the scroll
y = ObjGet(idxtop,O_Y);
h = ObjGet(idxtop,O_H);
boxh = ObjGet(idxtop,O_SCROLLH);

while(h != boxh)
{
// Open the scroll
h+=2;
if (h >= boxh) h=boxh;
WaitFrames(3);
// Update the height of the scroll top and bottom
ObjSet(idxtop,O_H,h);
ObjSet(idxbot,O_Y,y+h);

if(h==boxh) break;
}

// Wait for the user to press the action key to continue
DialogRun();

// Disable the Scroll
ObjSet(idxtop, O_DISABLE, 1);
ObjSet(idxbot, O_DISABLE, 1);

// Unpause the game
GamePause(0);
}

 

And yes, it will have a blue sky background :smile:

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#83578

[quote data-userid="250" data-postid="83567"]

Peter, and sounds of a jump and a landing will be? If that, open this game. Password of rindex01

http://dizzyage.flybb.ru/topic91.html

[/quote]

The reason they were not included, is because the original did not have any jump fx.

I have though added it back in for the v2.4 update

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