Well, I have been playing this all day (version 0.9), and cant say i have seen any bugs, this is a CRACKIN' piece of work, one of the best fangames i have played. puzzles are varied and logical, and luckily plenty of food around to keep me healthy(ish!)
nice variations on the different areas, then having a 're-cap' afterwards.
i havent quite finished it yet, i just need the last scarab which i think is the one at the start where the rocks fall on me. :cry:
Well done, have had a great time exploring and solving {yolkfolk}:clap:
Lost Temple Dizzy - Playtesters Wanted
Started by Queex on 29 December 2009 • 19,893 views
This is a great game Queex, really original and I love the way the different sections lead out from the centre. Just one criticism from a playing point of view (I could never provide any technical advice!) some of the sections - the bit where the emergency escape switch is in the air shrine and the bottom of the shaft (where the spikes are) in the light shrine (sorry can't remember if that's the right name) are bloomin awkward to jump around on - to get up the shaft or onto the platform where the switch is - I was rolling around like a mad egg and it started to drive me a bit bonkers. Minor thought, great game, had loads of fun so far, just the water section to complete to get through the next door and whatever lies beyond! Can't wait for the official release and the help thread, think I will need it {yolkfolk}:tongue:
So for example if I have not filled the bucket yet and save the game in slot 1 but then fill the bucket and save the game in slot 2 if I reload saved game 1 the bucket will show as full but will not do the action it is meant to do when actually full. Does this make sense? Hope so, it has just confused me somewhat with the other item I have found that I can alter because I don't know how I did it and I can't "go back" to a previous save and find out!!!!
[quote data-userid="280" data-postid="67920"]
Also, have just noticed a potential bug? There are a couple of items I have found whose properties (and description) can be changed, for example the “empty bucket” however when I fill the bucket it’s description alters in my existing game but also in any other saved games as well however the property of the item does not (as I wouldn’t expect).
So for example if I have not filled the bucket yet and save the game in slot 1 but then fill the bucket and save the game in slot 2 if I reload saved game 1 the bucket will show as full but will not do the action it is meant to do when actually full. Does this make sense? Hope so, it has just confused me somewhat with the other item I have found that I can alter because I don’t know how I did it and I can’t “go back” to a previous save and find out!!!!
[/quote]
Ah, that's interesting. I'd assumed that item names were saved as part of the game state, but it appears not.
I tried to write it so the logic will survive, it's just the display name that's erroneous. In the latter case, the name won't get changed because the trigger condition thinks it's already been changed.
I'll have to rethink those parts - I think I can crack it easily enough with an explicit check on loading a game, and making sure the item names are reset when a new game is started.
As for a workaround, if the status flag is set on the item you should be able to use where you have to, it just becomes rather more difficult to spot it amongst others.
Yes your need to add code to the func LoadUserData( file ) in your game.gs
it will then check the status of specific items. i.e full/empty if you rename them ingame
here is the code out of VID that does this.
P.S. I use a separate file that holds the text in my games
func LoadUserData( file )
{
idx = ObjFind(4001);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4001), TXT_51 );
}
idx = ObjFind(4001);
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4001), TXT_ITEMA );
}
idx = ObjFind(4006);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4006), TXT_56 );
}
idx = ObjFind(4006);
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4006), TXT_ITEMB );
}
idx = ObjFind(4023);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4023), TXT_72 );
idx = ObjFind(4023);
}
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4023), TXT_ITEMC );
}
idx = ObjFind(4029);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4029), TXT_78 );
}
idx = ObjFind(4029);
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4029), TXT_78 );
}
idx = ObjFind(4029);
if(ObjGet(idx,O_STATUS)==2)
{
ObjSetName( ObjFind(4029), TXT_ITEMD );
}
idx = ObjFind(5113);
ObjSet(idx,O_STATUS,1);
return 1;
}
Oddly enough, I'd considered object swapping as another way of doing it but rejected it in favour of the 'more elegant' solution. I'll implement the reset-on-restart and check-on-load code in the next interim release, but I'll remember to swap objects instead in future games.
Fantastic game. {yolkfolk}:clap: Reminds me a little of Dizzy the ultimate cartoon adventure. I've had no real issues with the game except for finally coming to a complete standstill. {yolkfolk}:scratch: Other than that I have five questions I would like you to answer (WARNING POSSIBLE SPOILERS):
1: Is there any way of getting past the rocks in the room Collapsed channel?
2: Is there anything to do in the room Small parts yard?
3: Is there any way of getting the scarub key in the room Danger falling rocks?
4: Is there anything to do in the room Rats nest?
5: Is there any way past the ice in the room Deep chill, or the ice block on the floor in the room Frozen gallery?
Thanks for making the game and if you want me to go through it again once complete, I'll be more than happy.
Gavlaa :tup:
[quote data-userid="245" data-postid="67976"]
1: Is there any way of getting past the rocks in the room Collapsed channel?
[/quote]
No.
[quote data-userid="245" data-postid="67976"]
2: Is there anything to do in the room Small parts yard?
[/quote]
Only an item to pick up- which you probably have used already if you've done the fire shrine.
[quote data-userid="245" data-postid="67976"]
3: Is there any way of getting the scarub key in the room Danger falling rocks?
[/quote]
Yes.
[quote data-userid="245" data-postid="67976"]
4: Is there anything to do in the room Rats nest?
[/quote]
Yes.
[quote data-userid="245" data-postid="67976"]
5: Is there any way past the ice in the room Deep chill, or the ice block on the floor in the room Frozen gallery?
[/quote]
Yes, no.
Hope this helps.
My only other issue is getting the final scarub ("danger falling rocks". At least I think its the final scarub). I've tried every item from air, light, fire and ice temples, but nothing has allowed me to get it.
Any clues? :teethy:
I've found one possible issue. There appears to be a switch just above the door in room Grim portal. Is this deliberate?
Gavlaa
Glad you liked it. {yolkfolk}:clap:
The dark switch is there as something of a hint- it's the longest distance between a door and its controlling switch so I wanted some kind of clue there.
I've done all of the puzzles but still have the final task to do (I just need 5 more to finish). Any chance of a PM with a list?
Gavlaa
I am at exactly the same stage as Gavlaa and also have 75 treasures
and i thought i was doing so well! :cry:
Edit: 79 now
slowly getting there!
YESSSS!!! :teethy:
completed it, this was a REALLY good game, eggcellent work Queex {yolkfolk}:clap: {yolkfolk}:clap:
only issues i found have been mentioned above. i personally liked the look of the game, the only minor issue was that the crowbar was a bit tricky to spot sometimes, but i have been playing 0.9 so I think you may have fixed that. There are lots of nice grapical touches, i particularly liked the green eggs!
what i liked was the fact that there are logical clues dotted around, and lots of very helpful text messages when you do things wrong or in the wrong order, none of the treasures required pixel perfect leaps of faith, unlike some games, and while the game map is HUGE, as it is split into defined areas, you dont spend too much time walking through 50 screens from 1 side of the map to the other and then back again to solve the puzzles.
unfortunately, i dont think i have got the stamina to play version .10, and go through it all again (but at least i would turn off the blades straight away next time !!) but as it would appear that you have fixed the issues previously mentioned in the thread, i am sure version .10 could be the release candidate.
Thanks for taking what must have been a HECK of a long time to make this game, its one of the best i have played. {yolkfolk}:clap:
Edit: I have just noticed another spelling/typing error in Grand Dizzy's speech when he reads the book - he says "But is does say...." instead of "But it does say...."
And another little correction, when Dizzy sets sail he says "I'll enjoy eating that" when "them" would be better I think.
rather clever trick, I thought...
Only gripe I can think of really is that some of the items are kinda hard to see.
Good stuff.

