The latest Daisy game from Steve Rennie (Grandad) is now available to download :smile:
v1.2
{eggs2}:dage:
:egg: Yolkfolk.com
:egg: DizzyAGE
:egg: Help Thread



Started by Adam Markey on 13 March 2011 • 8,072 views
The latest Daisy game from Steve Rennie (Grandad) is now available to download :smile:
v1.2
{eggs2}:dage:
:egg: Yolkfolk.com
:egg: DizzyAGE
:egg: Help Thread



{yolkfolk}:blink:
congrats on the release! {yolkfolk}:thumb: It is a wonderful game.
Good luck in the competition with it
{yolkfolk}:yahoo: found that last coin at last!
Thanks for another cracking Daisy game Grandad, loved it! {yolkfolk}:cheers:
(mind you, I suppose i really have to say that dont I! :wink: )
Well, I finally got round to playing this one.
Thanks Grandad for another Daisy classic! {yolkfolk}:cheers:
I especially loved the references to fellow forum members. The Prince of Persia level was just genius and of course the cameo from that famous chef off the telly was inspired.
I also enjoyed the sound effects - which seem to becoming more and more a very welcome feature of DizzyAge games nowadays.
Its disappointing the Daisy games havent done rather better in the comps - theyve been pretty solid, original, fun plays.
I suspect they've got more of a regular cult following tho than some of the mainstream Dizzy games.
This games strength is and always has been, the interesting characters and humour.
As an all round game it doesnt scream as dynamic or finessed as some of the comp favourites. But then, only the Daisy games have produced iconic moments like daisy in whips and chains or ****** Ramsey & magic frog cameos.
The simple colourful graphic style is consistent to the series and I feel in keeping with the gameplay - tho it doesnt do the gamer many favours at times. Some of the similar looking screens make it easy to get lost and it feels that theres a lot of walking involved with not so much in between actions.
And some cool looking stuff like the air ship - (which I think is another Dizzy first?), didnt feel like they were used to fullest effect - feeling more coincidental to the plot.
The other big one for me is that this felt like it could've easily been 2 (or even 3) separate games. Id have felt more than satisified if the Daisy game had somehow ended before the castle. As I think there are enough ideas for a booby trapped castle or Prince of Persia spoof to become games in their own right - Which would be great if that did happen!!
All in all - Many thanks for another treat Grandad - Long may the Daisy adventure continue!! {yolkfolk}:yahoo:
{yolkfolk}:clap:
....And Prince of Persia.... :tup:
Glad you enjoyed DizzyFan. I do have fun making them and mostly can't resist adding little touches of 'humour' rather than just keeping to traditional play, and there are quite a few people who do enjoy my games, so happy to be thought of as a bit of a 'cult'. {dizzy}:dizsmile:
Yes i really enjoy the difference of playing your games too grandad, so quite happy to be known as a 'cult' member {yolkfolk}:bigwink:
Jamie, I'm not sure if this is a bug or just the way the engine works as leaving the library (by walking left) in the middle of the conversation whilst the game is in 'fade' mode seems to negate the 'collide' block that takes Daisy back to the street and she just walks out into the sky above the street as that is the position of the library on the map, but the conversation still carries on whilst she is in the street and the membership form is by the counter when she re-enters the library. I've also tried walking right, but the static block prevents any movement in that direction.
The fade command I'm using is:
Message2 (4,4, ""NAME OF COUSIN, nTHIRD REMOVED?"");
MessagePop();
for(i=0;i<100;i+=5) { GameSet(G_FADE,i); WaitFrames(2); } // fade to black for(i=100;i>0;i-=5) { GameSet(G_FADE,i); WaitFrames(2); } // unfade
Message2 (4,4, ""NAME OF INFANT nSCHOOL ATTENDED?"");
MessagePop();
and the collide is:
func CollideObject_2234_1()
{
PlayerSet(P_X, 3540);
PlayerSet(P_Y, 2974);
}
Does that mean that whilst the game is in the 'fade' operation that the collide object function is disabled?
Also I can't see how the robber is shown more than once. The 'scene' with the robber is activated by a collide object that is enabled by the first conversation with Pam, which then changes her status so that the collide object cannot be re-enabled by talking to her again. Also once the robbery collide object is activated one of the commands in the sequence is to disable the robber collide object. So I really can't understand how it could be repeating. I've checked the game.gs file and that particular object ID is not duplicated.
regarding the move-while-fading problem, I think the issue is that the game engine only allows one latent command to run at once. So because you're fadind the screen, the collider code is stopped when it's activated, because otherwise the game would be running two latent commands at the same time.
The best way to get around it is simply not to allow the player to move daisy while it's fading (using PlayerEnterScripted() ), and then re-enable player control when the fading has stopped (using PlayerEnterIdle() ).
Regarding the scene with the robber, the actual 'robbery' scene does only show once. However what I was meaning is that I had been in that screen with the robber there at least twice prior to that, when the 'robbery scene' didn't active. I could wander up to the robber, walk past him, walk through the area where the 'collider' is etc, without anything happening.
I do get the slight feeling that it is due to me though, as sometimes if I've got to a point before, I have a tendency to use dev mode to quickly skip to that point again, without having to spend loads of time walking back and forth (especially in the larger games). :blush: most of the time this is fine, but there are a couple of games where doing this misses out a collider or two. I'm not sure if that's what's happened here, but I've definitely walked past the collider for the robber when he was there, without it doing anything.
sorry but it's a bug in the game. Alex deliberately coded it so that only one latent function could be run at once, for some reason I forget at the moment. :tongue: