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Transylvanian Dizzy (C64)

Started by Joe on 28 November 2009 • 16,844 views

16 posts
#54587

Hi everyone,

Long time no see :smile: Havent been a regular visitor here in probably at least a year. At least not that I remember...

Anyway, normally I don't like to show 'works in progress' but since I'm not actively working on it (and I'm not sure if that will change) I've decided to share some information and content from my own fan-created Dizzy game project, which was/is called 'Transylvanian Dizzy'.

The first thing I should say about this game is it wasn't a DizzyAGE project. It was written in assembly language for the Commodore 64. It's something that I worked on for a few days here and there for probably around 7 years, obviously with a lot of time (in some cases years) between periods of development. In it's current form, it features a nearly-fully-featured Dizzy game engine, including screens, objects, characters, textboxes, the inventory, and some game 'scripting' (probably the wrong word since it's all binary data). I suppose you could say it's somewhere between the original 8-bit games and the 16-bit games in appearance. More specifically, it plays just like the regular C64 Dizzy games, with the following improvements:

- The game runs at a full 50 frames per second, like most Amiga versions.
- Dizzy and any other Yolkfolk characters have hi-res multicolour sprites, instead of hi-res single colour sprites.
- Screen transitions are several times faster than the original games.

Essentially it's Dizzy as if it were programmed specifically for the C64, instead of being ported straight from the Spectrum. Having said that, I retained the high-res colour-on-black scheme of the original games, instead of using the C64's multicolour abilities - I just feel Dizzy games are meant to look that way :smile:

I don't think it's important to go into too much detail about the plot of the game. It actually started out as a different plot altogether, which I hadn't named, except to codename it Dizzy IX. Later into development I remembered a Transylvanian theme I'd come up, with back when I was younger, as a setting for a Dizzy game, and decided to switch over to that. Basically the game followed the tradition that started in Magicland Dizzy, where the objective is to find and free all of the Yolkfolk and defeat the villain of the piece and/or escape to freedom. In this case, the villain was the evil Count Zakula (you can tell it didn't take me long to come up with that {yolkfolk}:delight: ) and he had lured the Yolkfolk to Transylvania by means of a 'free holiday' junk-mail scam. All the Yolkfolk (except Dizzy, who forgot his passport and had to get a later flight) ended up trapped in some sticky situation or another, and as usual it was Dizzy's job to come to their rescue.

One of the more innovative features I had started to implement was character-switching - the player was to be able to control a second Yolkfolk character (you can probably guess which character from the game's framing graphic) with slightly different abilities, enabling certain parts of the map to be reached that were unavailable to Dizzy. There would also have been some simple interactions between the two playable characters, and at times both characters would need to be used to complete a puzzle. They would have had their own inventories too.

I was doing all the sound and graphics for the game myself. The soundtrack was partially complete, but isn't really listenable the way I left it. I was contemplating experimentation with context sensitive music (not spot music/fx exactly, more that different parts of the tune would come and go depending on the location in the game).

Perhaps what people might find most interesting about the game is my re-interpretation of the Yolkfolk - I tried to come up with a slightly new design for most of them. Because I was producing the sprites in the C64's 'hi-res multicolour' method (already used on some original C64 Dizzy games, most notably Spellbound and Crystal Kingdom) I had the option to make the ingame sprites look a little more like the equivalent Amiga/ST/PC versions, but to be honest, I was never a big fan of those designs. So I thought I'd have a go at drawing my own Dizzy, and I was quite happy with how it came out - I feel it looks a bit more contemporary. I redesigned Denzil to have wrap-around shades (he may have had these in some original games? I can't remember) and swapped out the Walkman for a classic iPod, though it's so small you'd be hard-pressed to notice. Daisy hasn't changed too much, but the extra colours did allow for her hair and even some eyeshadow to be defined. Dora was always sort of a blank canvas because her appearance wasn't consistent from one game to the next, and those C64 hi-res graphics always looked so smudged on a TV set it was hard to make anything out anyway :smile: so I just based her on her character art for Fantastic Dizzy, and as an afterthought tried to make her look a little more gothic by giving her a darker eye outline than the rest of the 'folk. I think the main artistic liberties I took were subtly redesigning the eye shape on all characters, and also you'll notice they all now have their own outfit colour (Dizzy's red, Daisy's yellow, Denzil's blue and Dora's brown) and their own style of footwear (Daisy's heels, Denzil's high-top trainers). I'm not certain if I have completed versions of Dylan, Dozy and Grand Dizzy, but they did all feature in the game scenario too. Colourwise I think Dylan was green, Dozy was purple and Grand Dizzy was going to be grey obviously :smile:

You may notice my newest design for Dizzy hasn't been implemented in the game itself at the time I took the screenshots, there are some minor differences. There was a previous version of Dora with a full animated spriteset, but I never got round to updating all the animations with changes made to the main sprite.

http://img6.imageshack.us/img6/3323/yf64greylarge.png

New style C64 sprites for Dizzy, Daisy, Denzil and Dora.

The larger 'Book-end' character graphics are also new designs. Dizzy's new look isn't a radical departure from his previous appearances in screen corners, just a little more in keeping with the new game sprite design. I've got a previous version of this graphic kicking about somewhere, in which he had larger, almost Sonic The Hedgehog like eyes :smile: The changes to Dora over on the other side are really the same as the changes made to her sprite, primarily a slightly thicker eye outline. Dizzy's colour attributes worked out quite nicely, with the gloves and boots fitting neatly into the 8x8 attribute areas. Dora was more difficult, mainly because of her hair, which is why it maybe looks a little 'square' at the inside edges...

http://img16.imageshack.us/img16/9194/tdshot1.png

http://img694.imageshack.us/img694/8788/tdshot2q.png

http://img694.imageshack.us/img694/2821/tdshot3.png

Screenshots of the Transylvanian Dizzy game engine, running on VICE C64

I'll leave you with these screenshots for now, until I see if I can unearth anything else of interest. You may notice that Daisy, Dora and Denzil appear on all of the screens - they're being displayed as a test, they're not actually meant to be there, and furthermore none of the screens would actually have featured in the final game, they are also for test purposes :smile: I may get around to making a YouTube video in the near future, just to show you the game in motion, although there isn't a huge amount to see :smile:

One further thing, I don't know if any of the game plot devices or features have since been featured in other people's DizzyAGE creations, I haven't been keeping that up-to-date with developments in that area for some time, so if I've inadvertently appeared to rip off any ideas, I apologize :teethy: hopefully that's not the case!

Thanks for taking a look, let me know if you have any thoughts or questions about it. I'll just repeat incase you skipped down and missed it, I'm not actively working on this right now :smile:

J

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#67302
The screenshots good great but im not keen on the designs for Daisy or Dora.. while they look ok but they don't look right in the games screenshots.

Anyway it certainly looks like a c64 :drool:
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#67303

[quote data-userid="22" data-postid="54587"]

It was written in assembly language for the Commodore 64.

[/quote]

ouch!

seriously though, it looks very good! I especially like the cheeky-looking dizzy design! May i use something like that? If so, would you be able to provide a nice file with all the animation frames in? :smile: I'm meaning the version of dizzy in the screenshots, not the one with the full smile and partial eye outline :tongue:

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#67304
Looks gr8 - its always good to see a different take on the traditional sprite set we're used to on DizzyAGE. I think the new character sprites work a treat.

I hope you get the time to progress this work - it looks like it has the potential to become a classic!!
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#67308
Those screenshots are brilliant! :smile: especially the detail given to Dizzy and the Yolkfolk.
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#67313
The characters look great, I particularly like Dora's in-game sprite and the off-blue shading on Dizzy. Kudos for programming the C64 too! I used to program in a small C64 team called System Masters, although you'll be hard pressed to find anything of us on the web... I never did get around to converting any of our PD releases to .D64 files. Thank you for sharing this with us :smile:
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#67318

Thanks for all your feedback so far guys :smile:

A few things I forgot to mention about the game in my first post . Everything in the game has been created from scratch, except for the 8x8 Dizzy font which I grabbed from the official games. It's all new code, and the scenery graphics are also drawn by me, but of course they're heavily influenced by the original graphics. I even went as far as to code a screen editor in C - which I'm now using for a different original C64 game.

@mataeus : Glad you like the character art :smile: If you've got the equipment to do it, you should definitely try and preserve your releases as D64's and put them on CSDB!

@khaosadz : Getting more detail into the characters was my main aim, so I'm happy you liked it :smile:

@dizzyfanuk : I'd love to have the time to finish this game, and I always thought I would - I'd almost planned it from start to finish - but there's always so many other things to work on, and it does still need a lot of work! Maybe some day...

@delta : I could maybe produce an image file for that sprite, although I don't have one at the moment, as the sprites were all created in a C64-specific sprite editing program and are saved as binary data :smile: If there was enough demand for it I could maybe produce a nice high-colour pixelled version of my Yolkfolk designs for use in DizzyAGE.

@meph : I'd be interested to get more info from you on what doesn't work about those particular sprites for you - do you think the changes to the characters are wrong or just that they dont look right in a Dizzy game?

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#67319
I think it's the hair to be honest.. because it's only Dasy and Dora that look a bit strange in the game shots, might be ok once i get used to it.
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#67395

[quote data-userid="22" data-postid="67318"]

@delta : I could maybe produce an image file for that sprite, although I don’t have one at the moment, as the sprites were all created in a C64-specific sprite editing program and are saved as binary data :smile:  If there was enough demand for it I could maybe produce a nice high-colour pixelled version of my Yolkfolk designs for use in DizzyAGE.

[/quote]

some more screenshots with Dizzy in different 'poses' should be sufficient, as i could then re-draw the tiles using those screenshots :smile:

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#67429
The game looks really nice!
I just wish you'll be able to finish it and, why not, release a DizzyAGE version too.
Alex
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#67441

it does look really good and a dizzyage version would be great for thickos like me who can't get the emulator stuff to work {yolkfolk}:scratch:

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#71133
Hi Joe

Have you got the rom for this game? I would really like to to play the beta of this game because by looking at the screenshots, it looks 10 times better than the original C64 dizzy games by code masters. Please upload it to a file hosting website and share the link. If I ever learn how to program in C64 language, I'll try to complete it.
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#71753

Hej,joe,is project still alive?
Also,after releasing Transylvanian Dizzy will you give a source code?
If you don't plan to continue it then upload source at least...please? {yolkfolk}:sob:
Maybe someone can finish it. :yes:

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#71855

[quote data-userid="178" data-postid="71753"]

Hej,joe,is project still alive?
Also,after releasing Transylvanian Dizzy will you give a source code?
If you don’t plan to continue it then upload source at least…please? {yolkfolk}:sob:
Maybe someone can finish it. :yes:

[/quote]

I'm not sure I'd describe it as still alive - I don't plan to do anything with it at the moment, particularly releasing parts of the source code, because I'm re-using the majority of the game engine for an original game which I hope to finish next year. When that's done I'll make some decision on what to do with TD, whether it's to try and finish it (possibly in a smaller form than I envisaged previously) and/or release source code. the problem with releasing code is, I wouldn't feel right releasing it with bleeding edges (like the scripting system), I'd want to tidy it up and fix it, and if I'm going to do that then I may as well keep the whole project going to completion :smile:

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#82871
Screenshots is dead :sad:
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#82873

[quote data-userid="0" data-postid="82871"]

Screenshots is dead sad

[/quote]

I don't think there was any need to bump this thread like that. It hasn't been active for over 5 years.

And there's nothing we can do about the screenshots I'm afraid.

sad.gifsad.gif
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