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Iron Tower Dizzy [PROGRESS THREAD]

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

🔒 Closed67 posts
#72275
Well, there's far more string in the ball than you needed to attach to the hook, so there's plenty left over. :wink:

I think the solution for the floaty text bug is to hack an adjustment into RoomOpen(). The simple way would be cancel the text, the slightly more complicated way to correct it.

You start off being able to hold 5 items because you need the space for the first puzzle as there's not room to drop something in the cage. I could have expanded the cage or had the door open immediately you hook the key, but I cheated a little. My excuse is that the key is very small. The inventory is adjusted down to 4 afterwards. There'll be bags to expand the inventory later on- kind of needed once you get the second permanent item.

I've added the glass and bulb as targets, stand by to test them in the next version.

The issue I spent ages tracking down was due to misinterpreting tabadd()- I assumed it inserted a given value into the table, when in fact it adds a number of slots. As you can imagine, that played hob with trying to populate the list of targets.

ObjPresentIdx() finds objects in the 9x9 square when you have scrolling turned on (for exactly that reason- the same function is used to work out which Objects to draw so it's rather essential). I actually hacked in a new viewport mode, but the check in the function still works.

It might have been easier to create some super-large shaded graphics for the shadows, custom drawn to fit the lighting patterns. But having committed to the first way I followed through.
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#72276
[quote data-userid="291" data-postid="72275"]

ObjPresentIdx() finds objects in the 9×9 square when you have scrolling turned on (for exactly that reason- the same function is used to work out which Objects to draw so it’s rather essential).

[/quote]

Ahhh yes of course, I forgot about that.

I remember now that I told Alex it was a bug, while I was coding CoTM. The back of my mind did idly wonder just before I enquired of you, why the sheep in CoTM worked when they were out of the 'room', if it wasn't automatic.

ObjPresentIdx() and it's related functions, of course, are what I used in PSD to control the pirates, lifts, and disappearing platforms, without having to use such things as IDs. I simply made them different (new) classes, and searched for them in much the same way you have for the slingshot items.

I'm still working my mind around how I'd code such a thing were I to do it myself. I feel sure that I probably wouldn't do it exactly the same way, but as yet I've still to determine how it would best be served. I'm sure it will come to me by morning - typing doesn't help with thinking about such matters, I find.
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#72286
[quote data-userid="23" data-postid="72276"]

I’m still working my mind around how I’d code such a thing were I to do it myself. I feel sure that I probably wouldn’t do it exactly the same way, but as yet I’ve still to determine how it would best be served. I’m sure it will come to me by morning – typing doesn’t help with thinking about such matters, I find.

[/quote]

right, I remembered late last night that I did something similar a bit back which could be adapted for this purpose. What I did was basically copy the entirety of the Inventory coding so that I had a duplicate 'inventory' (using 7 or so Game variables). It's then a piece of cake to add something to that new 'inventory' (using, for example, SlingshotAdd(); rather than InventoryAdd();), or to clear the 'inventory' (using SlingshotClear(); for example, rather than InventoryClear();).

You basically use the same functions in their modified form to find everything and present them in a menu. I realise you've done the coding for it all now, but I thought it may be useful anyway :smile:
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#72310
Floor 3 is a go.

This turned out to be rather complicated, so there may well be a number of bugs still extant.

Get it here.

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#72311
the inventory text has lost the gap between 'use or drop item' and the first item!
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#72312
trying to action the lift on floor 3, I get an unknown function error from line 874 of floor3.gs

also, the 'jumping floating text' bug is still there.

EDIT:: also, when I used the tarnished kay on the locked box, should I then be able to press the red button? cause I can't...

EDIT2:: I can also get the tarnished key more than once... I can also jump right up through the lift on floor 3!
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#72313
Right, I can't seem to get anything for the green colour. Nothing I have works.
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#72317
[quote data-userid="23" data-postid="72311"]

the inventory text has lost the gap between ‘use or drop item’ and the first item!

[/quote]

By design. Eventually, there will be 10 slots and it alls goes a bit rubbish without saving space somewhere.

[quote data-userid="23" data-postid="72312"]

trying to action the lift on floor 3, I get an unknown function error from line 874 of floor3.gs

[/quote]

Fixed, thanks.

[quote data-userid="23" data-postid="72312"]

also, the ‘jumping floating text’ bug is still there.

[/quote]

I was putting off looking into it until floor 3 was complete. It's self-contained, so I can work on it any time without messing other things up.

[quote data-userid="23" data-postid="72312"]

EDIT:: also, when I used the tarnished kay on the locked box, should I then be able to press the red button? cause I can’t…

[/quote]

I've made the message when the box is removed more informative.

[quote data-userid="23" data-postid="72312"]

EDIT2:: I can also get the tarnished key more than once… I can also jump right up through the lift on floor 3!

[/quote]

Forgot to set a status- which could also let you put the game into an unwinnable state. Fixed that now, cheers. For some reason, I'd left all of the lift unit as a hard collision, which should also be fixed now.

[quote data-userid="23" data-postid="72313"]

Right, I can’t seem to get anything for the green colour. Nothing I have works.

[/quote]

What a shame. If only there was some form of alchemy that allowed you to create one colour from another...

I've uploaded an corrected version, which should have the fixes in, ta.
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#72320
wooo!

also, I made purple paint, which isn't so 'woo' because with the sink still blocked, I had to restart! (I assume I could have tipped it down the sink otherwise)

I really like this 'escape the room' type game. :teethy: How many rooms are you intending to have?
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#72321
[quote data-userid="23" data-postid="72320"]

(I assume I could have tipped it down the sink otherwise)

[/quote]

Yup.

There are eight floors planned, although before the end there's something of a twist...
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#72322
I hope you're not going to post a dev version for each floor, otherwise there'll be nothing to do once you release it!
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#72325
OK, I have fixed in the floaty text in dev.

I started by undoing the original fix for the scrolling viewport (in the code that creates the floating text), then putting the fix in the HUD drawing code instead.

I was a little puzzled as how best to handle the text being partly off-screen- originally the text was moved to make sure it was fully visible, but I didn't necessarily want that. So I also included a check that skips drawing the text if it's completely outside the viewable area. That should do the trick.
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#73803
How are you getting on with this Queex? I'm looking forward to it probably more than any other game :smile:
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#74991
Aargh, fallen off the map recently. I was really hoping to get it together for the competition, but a new job, a house move and suddenly there was a week to the deadline and it just wasn't going to happen.

I'm definitely going to do it justice and throw it in next year's competition, without having to rush it. I've got all kinds of other projects on the boil and I felt a little burned out coming up with puzzles for it, so I'll get into it properly in the Autumn, probably, and with any luck I'll have inspiration for fiendish problems and deliver on its promise.
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#74995
wooo I'm glad it'll get finished, I loved the demo! :tup:
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#74998
Good to hear this is still in development. :tup:
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#75001
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... I really like this 'escape the room' type game. {yolkfolk}:puzzled:

:teethy:
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#75002
haha! I like the style of game, but I wasn't sure at the time of the first post whether it would work as a dizzy game.
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#75004
Queex converted you!! {yolkfolk}:yahoo:
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#75011
I always wanted it to be proper puzzles rather than the 'click on three things in the right order' that escape games seem to thrive on.
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