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Lost Temple Dizzy - Playtesters Wanted

Started by Queex on 29 December 2009 • 19,893 views

🔒 Closed41 posts
#54610
It should be functionally complete, now.

I think I may have made something of a beast.

What's in store:
6.5 MB download
130 rooms
5 music tracks
Hours of gameplay. (It took me 2 hours to grind through it from start to finish, and I knew how to solve all the puzzles!)



The ice walking isn't quite working how I want it yet, but it does not interfere with gameplay as it is, so I'm hoping to get some feedback.

If you want to get hold of the playtest version, it's here:

http://chthonic.150m.com/dizzy/Lost_Temple_Dizzy_0.10.zip.

(Slightly newer version with some fixes in)

Let me know via pm or what have you if you intend to playtest it, and good luck!
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#67784

Wow - Theres been some big improvements since last time I played this :smile:

I love the cool fonts and the original music, its even got vocals
I also like the message scrolls - very informative

Cant see any obvious bugs so far.
Couple of q's:
- should what appears to be a film symbol appear in the top left corner when dizzy sails?
- For continuity - when sailing across the sea it appears to go from a day room to a sunset room then back to day - just feels a bit odd

All in all - this is turning out to be another great original game - Eggcellent!!
  {yolkfolk}:clap:

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#67785

[quote data-userid="150" data-postid="67784"]

– should what appears to be a film symbol appear in the top left corner when dizzy sails?

[/quote]

I put it in for cut scenes, to show that control is taken away from the player, based on feedback from the demo.

[quote data-userid="150" data-postid="67784"]

– For continuity – when sailing across the sea it appears to go from a day room to a sunset room then back to day – just feels a bit odd

[/quote]

Pure laziness on my part. I'll put in a darker background eventually.

[quote data-userid="150" data-postid="67784"]

All in all – this is turning out to be another great original game – Eggcellent!!

[/quote]

Hope it continues to impress :wink:

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#67786
I second what DizzyFanUK says with the fonts, I like the music, pretty groovy. I liked the sunset screen too when travelling across, unexpected.

Does the playable demo stop when you sail across the other side as I cant seem to jump up the bank ?
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#67787

wow I didnt realise how big this game is!!!
And every room seems to have a puzzle or something to figure out - its really challengin but the most fun Ive had in a Dizzy game for ages!!!

Theres so much to explore and the booby traps are so well thought out.
this feels like a good old fashioned platform adventure game a cross between Treasure Island and Prince of Persia!!!

A couple of other suggestions:
- Is there a bug in broken wagon - when video mode starts, dizzy just keeps moving in direction he is facing until i guess that wagon stops - it would be good to know whats happening as it feels like a bug - is the video supposed to track the wagon instead?
- Sliding on ice seems to work nicely - note that you cant jump on the ice and cant seem to pick up th pearl in 'frozen gallery'
- Rocks in 'Light Shrine' seem to resemble a swastika?!?
- Is there a right/wrong order to use the scarab keys or is it ok just to open the first door i find?
- Are the pearls and other pickups just like coins or do different types have different uses?
- Is there some way to go in the big yellow pipe thing to get the blue key?

Not yet found a use for the crystal blooms but solved the air and mirror puzzles - great stuff!!!

Very well done - and youve got a blue background - it feels so much lighter :smile:
  {yolkfolk}:clap:

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#67789

wow! I haven't really had a chance to play it, and unfortunately won't have too much chance to play it in the near future (it's rare that I have time to actually play any fan games much these days), however I've had a quick look at the map (sorry!) and it is rather big! It also looks pretty nice too.

a couple of things:

- 'recently' is missing the R when grand dizzy talks.
- I'm still not a big fan of the 'washed' look of the scenerey (trees, ground etc), but I accept that i'm probably in a minority there.
- I really really think you should make the yolk boat bob up and down, as it would add a bit of 'life' to it. There is specific code for that in each of my games from WWD onwards, try in the 'customutils.gs' file in IID. :smile:
- I *really* like a lot of the custom-drawn tiles (the anchor, ships wheel, etc). I may even use one or two for my next classic game :tongue:
- sad to say, but I'm not a fan of the custom font. I know others have said they like it, but I don't know. It could be just because it's different, or because you also mix it with the original font, or even because letters like the 'p' look uppercase when everything else is lowercase. Whatever, i'm not a fan of it, sorry.
- oh and i really like the intro screen too, very well done! :smile:

Anyway, best of luck with it, It looks very original! {yolkfolk}:clap:

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#67791

[quote data-userid="50" data-postid="67786"]

Does the playable demo stop when you sail across the other side as I cant seem to jump up the bank ?

[/quote]

There's a way across- you might want to take a closer look at the tree.

[quote data-userid="150" data-postid="67787"]

– Is there a bug in broken wagon – when video mode starts, dizzy just keeps moving in direction he is facing until i guess that wagon stops – it would be good to know whats happening as it feels like a bug – is the video supposed to track the wagon instead?

[/quote]

It's not meant to follow the wagon, but Dizzy is meant to stop and say something afterwards. I somehow managed to get Dizzy onto an odd x-position while checking that segment (which should be impossible) and put some extra code into the working version to try to stop that if it happens. Can you carry on playing from that point?

[quote data-userid="150" data-postid="67787"]

– Sliding on ice seems to work nicely – note that you cant jump on the ice and cant seem to pick up th pearl in ‘frozen gallery’

[/quote]

As intended. :teethy:

[quote data-userid="150" data-postid="67787"]

– Rocks in ‘Light Shrine’ seem to resemble a swastika?!?

[/quote]

It was meant to be more 'bendy' than that. I might move blocks around before release then.

[quote data-userid="150" data-postid="67787"]

– Is there a right/wrong order to use the scarab keys or is it ok just to open the first door i find?

[/quote]

All the scarab keys are interchangeable. You can tackle the shrines in whatever order you want.

[quote data-userid="150" data-postid="67787"]

– Are the pearls and other pickups just like coins or do different types have different uses?

[/quote]

Just different sorts of coins.

[quote data-userid="150" data-postid="67787"]

– Is there some way to go in the big yellow pipe thing to get the blue key?

[/quote]

Yes.

[quote data-userid="150" data-postid="67787"]

Not yet found a use for the crystal blooms but solved the air and mirror puzzles – great stuff!!!

[/quote]

You won't have to worry about the crystal blooms until quite near the end.

[quote data-userid="23" data-postid="67789"]

I’ve had a quick look at the map (sorry!) and it is rather big!

[/quote]

I realised about 2/3rds of the way through that it was a beast. Didn't Spellbound only have 100 or so screens? I intend the next project to be much smaller, but I want to polish this one first.

[quote data-userid="23" data-postid="67789"]

– ‘recently’ is missing the R when grand dizzy talks.

[/quote]

Fixed in dev. Thanks.

[quote data-userid="23" data-postid="67789"]

– I’m still not a big fan of the ‘washed’ look of the scenerey (trees, ground etc), but I accept that i’m probably in a minority there.

[/quote]

I just wanted it to look a little different. I'm not much of an artist. Some of the other colour games in development look really lush. I might go back and up the contast between dark and light on some of the tiles and see if it looks any better.

[quote data-userid="23" data-postid="67789"]

– I really really think you should make the yolk boat bob up and down, as it would add a bit of ‘life’ to it. There is specific code for that in each of my games from WWD onwards, try in the ‘customutils.gs’ file in IID. :smile:

[/quote]

That sounds like an excellent idea, but I'm in horror as to how I'll then have to adjust the sailing across the bay code. I'll look into it.

[quote data-userid="23" data-postid="67789"]

– I *really* like a lot of the custom-drawn tiles (the anchor, ships wheel, etc). I may even use one or two for my next classic game :tongue:

[/quote]

Fell free {yolkfolk}:tongue: . I tried to give them the same sort of shading as the original graphics, so a little editing should make then white and transparent again.

[quote data-userid="23" data-postid="67789"]

– sad to say, but I’m not a fan of the custom font. I know others have said they like it, but I don’t know. It could be just because it’s different, or because you also mix it with the original font, or even because letters like the ‘p’ look uppercase when everything else is lowercase. Whatever, i’m not a fan of it, sorry.

[/quote]

It is a little wonky that way. It's kind of an occupational hazard of only having an 8x8 square to work in. I remember lots of Spectrum games had the same capital/small letter problems, which is probably why Dizzy and plenty of other games of the era used ALL CAPS. I just got a bit fed up with my own game shouting at me... :teethy:

[quote data-userid="23" data-postid="67789"]

– oh and i really like the intro screen too, very well done! :smile:

[/quote]

Twenty minutes with a second-hand Wacom!

[quote data-userid="23" data-postid="67789"]

Anyway, best of luck with it, It looks very original! {yolkfolk}:clap:

[/quote]

Thanks!

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#67793

[quote data-userid="291" data-postid="67791"]

That sounds like an excellent idea, but I’m in horror as to how I’ll then have to adjust the sailing across the bay code. I’ll look into it.

[/quote]

you shouldn't have to. It's completely self-contained code. All you have to so is define O_TIMER in gamedef.gs, and place the line of code that calls the function into the room update. It shouldn't interfere with any other code.

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#67795
are these bugs?

- should the gap to key and switch in 'fire sanctum' be too narrow for dizzy to fall into?

- fatal error when actioning the inventory near the door in 'flashbacks of fire' -i took a screenshot of the error msg - pm me your email addy if you need it sent over
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#67796
Bug in func ActionObject_1013(): doraidx=ObjFind(1008);
ObjSet(doraidx,O_STATUS,ObjGet(doraidx,O_STATUS)+2); If this code is run more than once, the status of Dora is out of order
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#67797

Hi Queex, this game looks really brilliant :smile: and the font is a nice touch too.

I'm not gonna upload it to Yolkfolk just yet as you've just mentioned that this is of course a playtest version.

On my first go after Denzil disappeared, Dora wouldn't talk for some reason, but she did when I restarted the game, not sure what that was about {yolkfolk}:scratch:

I've reached the island, found lots of items lying around and 13 coins.

I think it really would help if all the items had dark outlines, it is really difficult to see some of them, especially the crowbar when dropped on light backgrounds like the sky.

I'll have another shot later :smile:

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#67803
Hey this is really cool once you get in the Temple, love the moving blades (managed to disable them) and using the scarabs, only used one yet though, got 29 collections. As this isnt an official release and help thread I won't say much more as am wondering what I have to do next but like it {yolkfolk}:delight:
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#67810
Looking colorful :smile:
Let me know when you think it's ready to upload on DizzyAGE website.
Alex
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#67813
A really nice looking game. found the outside, looked a little washed out though!

not sure if this is a bug or not. when you jump off the white portholes on the sunken ship, it will launch you through the deck
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#67864

lovely game like a fresh summer day - been playing and haven't come across any bugs at all {yolkfolk}:clap:

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#67867

[quote data-userid="150" data-postid="67795"]

are these bugs?

– should the gap to key and switch in ‘fire sanctum’ be too narrow for dizzy to fall into?

[/quote]

I can get down there- you just have to wiggle a bit. If you still can't can you send a screenshot so I can check what's gone wrong?

[quote data-userid="150" data-postid="67795"]

– fatal error when actioning the inventory near the door in ‘flashbacks of fire’ -i took a screenshot of the error msg – pm me your email addy if you need it sent over

[/quote]

Fixed in dev, thanks.

[quote data-userid="167" data-postid="67796"]

Bug in func ActionObject_1013():
doraidx=ObjFind(1008);
ObjSet(doraidx,O_STATUS,ObjGet(doraidx,O_STATUS)+2);
If this code is run more than once, the status of Dora is out of order

[/quote]

Fixed in dev, thanks.

[quote data-userid="3" data-postid="67797"]

On my first go after Denzil disappeared, Dora wouldn’t talk for some reason, but she did when I restarted the game, not sure what that was about {yolkfolk}:scratch:

[/quote]

You need to check out the boat before that's unlocked, I think it was probably that rather than coins.

[quote data-userid="50" data-postid="67803"]

Hey this is really cool once you get in the Temple, love the moving blades (managed to disable them)

[/quote]

I'm glad someone found that, then. I was a little worried it would be too difficult to spot, and make the game too difficult.

[quote data-userid="277" data-postid="67795"]

Another bug:

-Jammed in rocks sillyness-

[/quote]

Fixed in dev, thanks.

[quote data-userid="74" data-postid="67813"]

not sure if this is a bug or not. when you jump off the white portholes on the sunken ship, it will launch you through the deck

[/quote]

As designed, but possibly confusing. I may go back and change it.

[quote data-userid="3" data-postid="67797"]

I think it really would help if all the items had dark outlines, it is really difficult to see some of them, especially the crowbar when dropped on light backgrounds like the sky.

[/quote]

I'll refine the graphics a little.

I spotted another bug with the boat that I fixed.

Once I've been over the graphics a little, I'll upload an updated version.

ETA- newer version linked to from the first post. The above fixes should be in.

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