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.
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.
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.)
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.)
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).
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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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.
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.
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!
- 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
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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