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Community discussion

Feverbound Dizzy v1.06 [DOWNLOADABLE]

Started by Lord Dizzy of Yolkfolk on 20 January 2010 • 37,662 views

101 posts
#68219

[quote data-userid="280" data-postid="68203"]

Woohoo!!! Just been for a ride on a train!!!!!

[/quote]

lucky bugger {yolkfolk}:clap: i'm still where i was yesterday {yolkfolk}:scratch:

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#68220
IMHO most people now are moving away from the graphical style of the Spectrum, and using more colours, overlapping colours a lot, etc etc. I know when the first few DizzyAGE games were released, people (well, me and peter!) kinda kept to the same style of graphics that we knew, and tbh didn't really think about doing things that differently. (hell, it took me 9 games to finally give in and give dizzy red gloves!)

I'm not saying it's a bad thing, I'm just saying that with new people come new ideas, and maybe it's taking the older coders (i.e. me!) a while to catch up, and to realise that the players don't actually mind if graphics aren't faithful to how they'd appear on the spectrum.

A good example of this is the scaling. It was never in DizzyAGE v1.31, and personally I've never really used it (apart from the arcade games in IID), as I feel that it's just wrong - original dizzy games never had more than the 192x256 pixels, and scaling effectively gives a game more than that. I notice that the newer coders seem to have no such issues about scaling up or down, and i guess that it's a result of the option always being there for them, but to me it's just something that i'll probably never use. (Incidentally, I did consider drawing all the tiles for CoTM twice as big, but scaling them to 50% size in the map, which would have effectively doubled the detail in the game, but decided against it...)

I hope that makes some sense!
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#68221
The scaling, oh the scaling!
I wish I didn't have this feature!

Just kidding, but because there is no filtering (which is to be fateful to Z80 Dizzy style), the scaling looks bad and turns a good looking sprite into one with "missing pixels". Not to mention the "smaller pixels" which is a result of scaling tiles down when the whole game is scaled up.

There, I said it again :smile:

Creating a smaller version of a tile isn't really hard. There are a few tricks to avoid filtering. For example in Photoshop you convert it to 256 colors first, then scale, then repaint the "missing pixles" like for contours or so, then convert it back the true color and save it as tga. And don't forget about the alpha channel. I'm sure Gimp has similar functions.
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#68222
Blimey I dunno, sounds a lot of messing about & time consuming that to do for each tile and if you didn't quite get the size you needed when you got to the map youve be having to do all again to keep adjusting. There again it seems like that to me as I really don't know how to draw tiles in that way.

At least with the scaling it's instant, extremely easy and whether it's cos I have quite a decent size monitor doesn't seem a problem (just have to be economical with it).
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#68223

[quote data-userid="23" data-postid="68220"]

IMHO most people now are moving away from the graphical style of the Spectrum, and using more colours, overlapping colours a lot, etc etc. I know when the first few DizzyAGE games were released, people (well, me and peter!) kinda kept to the same style of graphics that we knew, and tbh didn’t really think about doing things that differently. (hell, it took me 9 games to finally give in and give dizzy red gloves!)

I’m not saying it’s a bad thing, I’m just saying that with new people come new ideas, and maybe it’s taking the older coders (i.e. me!) a while to catch up, and to realise that the players don’t actually mind if graphics aren’t faithful to how they’d appear on the spectrum.

[/quote]

I think myself has had the advantage of being later than some of yourselves as ive been able to learn bits from everyone else & utilise them all together. In terms of the colours, use of tiles, basically seems they have evolved & improved from the original traditional base. Your example of dizzy getting his red gloves being a good one. Personally I think those who made these improvements have given the opportunity (for anyone & the likes of me) to create far better graphical & colourful, less bland looking games should they attempt to do so because of these options. I still feel it is staying faithful, it's just an evolution to more colour.

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#68224
a colourised dizzy isn't really a problem at all for me. i grew up using an amstrad. it didn't suffer the colour clash that the speccy did. the ollivers didn't have a problem colourising dizzy from the first adventure.here's dizzy from Dizzy TUCA


and if anyone wants the altered default item tiles
items tiles.zip
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#68227

I gave v1.02 a play today - Wow! This is graphically stunning!! Good original music too. I think some puzzles are hard, but that adds to the fun. Big thumbs up!!!
  {yolkfolk}:clap:

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#68228

[quote data-userid="150" data-postid="68227"]

I gave v1.02 a play today – Wow! This is graphically stunning!! Good original music too. I think some puzzles are hard, but that adds to the fun. Big thumbs up!!!
{yolkfolk}:clap:

[/quote]

Cheers Mate {yolkfolk}:thumb:

It makes all the time spent putting the work in so worthwhile to get the game to that level when you get feedback like that...
appreciated {yolkfolk}:delight:

Continue to enjoy the rest of the game !!!

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#68229
Sorry, I've discovered a bug!
I intermittently die when leaving storeroom
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#68230
Unfortunately its part of the problem I had in the progress thread, I dunno why it happens. It can happen on the others, it just seems so random.
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#68231
Apart from the bug in the storeroom where you die, i found a couple of minor ones (tho they might have been found already)
- Scuba Dizzy momentarily disappears when he eats something
- When exiting the library the message says you are entering the library
- couple of minor typos eg - neutalize; lovee

All in all, Im loving this game - The graphics are beautiful and the story works very well.
Usually in a game this size, I'd prefer a little less walking, but with such nice scenery it's hard to complain.
I love that theres a story developing around the lesser known Grandmother Dizzy!!!

Great stuff - I hope you choose to enter it in the comp - it's bound to be a heavyweight contender :smile:
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#68232

Yes the one Colin identified and the scuba whilst eating I mentioned in the progress thread I couldnt resolve prior to release on testing. I dunno why they happen in all honesty.

I will correct those on the dialogue messages for another release in due course but as they don't affect the game I woudn't recommend anyone starting again. Would just be for anyone new to downloading the game.

Thanks for highlighting, I could of sworn though I corrected the one in the library...obviously not, I just copied the text, musn't have changed it.

Edits:- Amended that for the library but I can't find the 'neutralize' with the 'r' missing

Seems your getting well into the game now {yolkfolk}:clap:

Yes will be in the comp {yolkfolk}:delight:

(if I don't respond to anyones elses messages tonight it's because im out)

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#68234
Regarding the scuba bug while eating, check that the tile exists. It will be calling a tile ID that doesn't exist most likely, so make sure the scuba eating tile is the correct number.
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#68254

Thanks Colin, added to the dizzy set {yolkfolk}:delight:

With that & the amendment for exiting the library I will at some point do another update release.

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#68262
v1.03 now sent for release

Corrects the scuba whilst eating & the narrative
message when leaving the library.

Only for those new to the game. Existing players
can continue as they don't affect the gameplay.
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#68263

Yay, finished!!! - Great all round game!!! with a very enjoyable ending scene and liked the music too...
  {yolkfolk}:clap:

I think I had a few unused items tho, are there supposed to be any red herrings? I also think I picked up an item called "Bubble1" ??? but when I dropped it it disappeared...

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#68265

[quote data-userid="150" data-postid="68263"]

Yay, finished!!! – Great all round game!!! with a very enjoyable ending scene and liked the music too…
{yolkfolk}:clap:

I think I had a few unused items tho, are there supposed to be any red herrings? I also think I picked up an item called “Bubble1” ??? but when I dropped it it disappeared…

[/quote]

Well Done !!!

Excellent, congrats, im rather impressed, seems no problem in finding the coins either {yolkfolk}:clap: {yolkfolk}:clap:  

Yes a few red herrings. The bubble, just part of Dizzy breathing underwater but you have to assign in effect an ID to it (acts like an item but isn't).

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#68267
Has anyone noticed that if you jump left from 'Street Lamps' into 'Village Post Office' you can do a double height jump?? I cant see any point to it as there doesnt appear to be anything to land on, so is this a minor glitch?

Edit: you also do this jumping in from 'Towards the station'
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