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Iron Tower Dizzy [PROGRESS THREAD]

Started by Queex on 6 December 2010 • 29,313 views

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#54846
To keep me focussed, I'm going to post in this thread as I work on this year's game. The plan this year is to make a much smaller, shorter game rather than another epic, but up the puzzle density considerably and try to make some better graphics.

So far, I've got the overall plan for the game. First step is to work out what I need to cannibalise from Lost Temple Dizzy- the code for cut-scenes will be handy, as will the code for placing something directly into the inventory or dropping it on the floor if the inventory is full.

Because I want to avoid too much inventory faff, I'm going to let Dizzy and Daisy have huge inventories- probably 8 slots or something.

Current work completed is reworking the font that attracted criticism in LTD- changing lower case to small caps instead so it looks less gappy. After adjusting the menu scripts to use lower case, it looks pretty bad-ass.

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#72232
You could always start with a smaller inventory and have the player upgrade it with bags and stuff rather then just giving the player 8 slots to start with.
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#72233
I like the smaller font! A great improvement on the one in LTD. :smile:
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#72234
I might do that, just to put more meat on the bones.
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#72235
is there an 'expected' date, or a screenshot? :smile:
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#72236
I hope to break the back of the task during December- there really is nothing other than the new font to show yet.

I'm also going a bit avant garde and not having any hurt/death objects in the game- so no need for lives or energy either.

Horizontal scrolling, vertical screenflip, if I can get it to work.
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#72237
Progress on the behind the scenes aspects.

The screen flipping and scrolling is working like a charm, I've got Colin's character switching working properly (although I will probably have to adjust it to cope with different inventory sizes at some point).

Other code has been repurposeed from LTD, and I may grab some more if it's useful. Next step is to start thinking about the map in earnest.



(On an unrelated note, I also write table-top RPG games- if you'd like to influence the next one I write look here.)
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#72238
The multiswitch code should already work with large inventories. I think upto 8 slots without having to alter it, as far as I remember.
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#72239
Ah, but what if the characters have different inventory sizes? I think the size for each needs to be stored somewhere, and the Game variable set properly on a switch.

(Looking through your code, it seems to support up to 10, which is the most the engine does, so you're fine on that score.)
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#72253
More progress. The first room is finished, and available in a demo. I'm aiming for this kind of puzzle density throughout the game. Most of the behind-the-scenes stuff is working (for the moment).

Download demo 0.01.
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#72254
i'm getting loads of hooks in the cage, and now I can't do anything cause I can't pick the hooks up!

Stuck!!
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#72255
hmmm in general, it reminds me of one of those 'stuck in a room' flash games that were popular on the web a few years back.

Not sure if that's a good thing or not tbh...
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#72257
[quote data-userid="23" data-postid="72254"]

i’m getting loads of hooks in the cage, and now I can’t do anything cause I can’t pick the hooks up!

Stuck!!

[/quote]

A careless error on my part- not making sure only 1 hook can spawn. I'm still a little rusty getting back into it. There should be a corrected version uploaded now.

Never fear, the whole 'get out of the room' thing is just for the first floor- from then on it's more familiar. Although the slingshot will be instrumental in getting things done.
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#72259
:tup: nice i got out of the cage.

going to be good fun fireing that slingshot at different things :teethy:
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#72260
I was slightly miffed that I couldn't put the slingshot down though...
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#72261
Slingshot code fixed to only find targets on the current floor.
Floor 2 well under way.
Written wrappers for the message functions that line break properly automatically. Also written a wrapper that colours the messages boxes appropriately depending on which character is currently active.
I'm definitely going to include things that are there only to be smashed with the slingshot, because it's far too entertaining not to.
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#72262
The special lighting conditions have proven to be a bugger to deal with.

Floor 2 is now complete- in this demo it should be possible to get the 'win' screen after you activate the second lift.

At this stage I'm very interested in hearing if there's anything you tried that you think should have a special message, even if it doesn't work.
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#72263
WOW {yolkfolk}:jawdrop:
This is great!
Just completed it, and can't think of anything to improve it, and didnt spot any problems. Also couldnt think of any actions you hadnt anticipated.
I never had a problem with the old font, but the new version is clear
I loved Lost Temple, and cannot now wait for you to finish this
Keep up the good work, well done!
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#72273
- Why do I have a ball of string AND a hook on string?
- moving left immediately after turning the light switch off/on makes the 'click' text jump on the screen. I think that's because he moves into a new room.
- I could have sworn that I was holding 5 items at one point...

I'll add more bugs as I find them

EDIT::

- the glass isn't a target in the lower room, neither is the top lightbulb
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#72274
I like it!

You've done the code for the slingshot items almost exactly how I'd have done it. It's interesting though that you felt the need to add a load of println's to the code - why do I get the feeling that it took you a while to get working properly?

however, doesn't ObjPresentIdx(pidx) only find objects in the current room? How did you get it to find all visible objects when you're stood right at the edge of a room? (due to the scrolling)

I was also quite amazed at the amount of shaded tiles you've used!

oh and that 'jumping float text' bug could be a bit of a sod to fix methinks...
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