have you found all the uses of the spade? once gets you a scroll.
I probably wont be around tomorrow but if you haven't got it next time I'm on I'll send you a list.
I have scrolls from:
the juniper tree
the queen
death's chamber
red cap
wicked witch
saint peter
dragon
daisy
denzil
grave
danny
troll
evil queen
rumpelstilt skin
dylan
the king
17 scroll is missing. Any ideas??? ;p
There are 4 scrolls to be found in the castle area all together.
Ah i see..
chlodnik229 The king should give you two scrolls, prehapes you haven't found the other item yet.. Don't fall off the bridge.
Kirkub Yeah get his name right and you'll get another scroll. it seems to need to find a way to get that letter above the glass mount.. or is the under the gold castle? Ummmmm :smile:
I've never done it with other games but i might post a basic solution later on for this game.
Meph: thank you! After all the time I spent so painstaking-*#*$@+@!+*!*&^@&%!!-ly trying to dig every inch of the gold castle's floor with everything I had, THAT was the solution!? I way overthought it :smile: Heheh.
Loved the game. As others have said, your best yet! Loved the fact you could move Dizzy in the ending credits. Kinda wished he had been able to kick Daisy - or jump out of the box and leave all the Yolkfolk so they could see what it's like without him :wink:
Cheers!
right, I've just got around to this again (having been able to do nothing on it when I first played it).
Now, I don't know whether it's because I didn't read many Grimm stories when I was a kid or not, but I have tonnes of items and loads of things to do, but looking at them, none of them seem to be obvious, or even possibly related. Some of them I can't remember what they asked for.
items I have:
spade
pickaxe
megaphone
straw
thick cloth
matchhead
oil
bag of stones
little red cap
singing bone
bottle of wine
broken scissors
thimble
empty jar
millstone
puzzles:
gold apple tree
dozy
queen needs golden hairs from devil
king needs water of life
frog
wicked witch
cinderella grave
dora needs rapunzel
angel needs moon
devil
troll is hungry
evil queen
herb garden trapdoor
snow white mirror
locked hut door
pogie ill
thing down well needs good pick me up
moon too hot to pick up
Ah loads you can do.. where to start!!
Pretty much every puzzle is taking out of the books with the odd tweak here and there to fit it into a dizzy game and link them together, but if you know your tales you'll soon pick up.
Room names are the stories titles if you want to look them up, they also help remember what it is your trying to do.
you can use at this moment in time.
spade and pickaxe (if not finished with they have several uses)
megaphone
thick cloth
matchhead
little red cap
bottle of wine
millstone
And you'll soon be able to use many of the other stuff afterwards.
Few puzzle notes.
Hot moon you say? imagine you were picking up a hot plate from an oven what might you use?
Megaphones are great for shouting out to people who might be out of hearing distance... way up there for example.
:umm:
[quote data-userid="55" data-postid="74399"]
but if you know your tales you’ll soon pick up.
[/quote]
I don't.
[quote data-userid="55" data-postid="74399"]
Hot moon you say? imagine you were picking up a hot plate from an oven what might you use?
[/quote]
well, an oven glove.
[quote data-userid="55" data-postid="74399"]
Megaphones are great for shouting out to people who might be out of hearing distance… way up there for example.
[/quote]
hmmm I slightly know that tale, so thought I had to get some locks or something.
hmm I got the hair down the tower, but I can't climb up it. odd, as in the fairytale, he didn't need anything to do that. {yolkfolk}:puzzled:
yeah I got it working.
you might also want to change the version number when you press F1 :wink:
also, I'll get to the bottom of why health increases when you climb the hair. That's a very odd one that, can't see anything from having a cursory glance at the code. {yolkfolk}:puzzled: I have a feeling it's to do with the frames of that tile changing though.
nope, I checked and it wasn't that! :smile:
What it is, is that you've defined the P_DIRY variable as the same number as the P_LIFEBAR variable - 64 - so when you change one (in this case P_DIRY when climbing), the other changes as well.
All you need to do to fix it is to change the P_DIRY variable (set in gamedef.gs) to a number that isn't used - 70 should do the trick.
Unfortunately that'll create a 'new' player variable (number 70) which doesn't exist in current versions, so previous save games won't 'find' the new variable when loading, and will crash. Therefore, old save games won't work in a new version with this fix.
:smile:
[quote data-userid="23" data-postid="74406"]
nope, I checked and it wasn’t that! :smile:
What it is, is that you’ve defined the P_DIRY variable as the same number as the P_LIFEBAR variable – 64 – so when you change one (in this case P_DIRY when climbing), the other changes as well.
All you need to do to fix it is to change the P_DIRY variable (set in gamedef.gs) to a number that isn’t used – 70 should do the trick.
Unfortunately that’ll create a ‘new’ player variable (number 70) which doesn’t exist in current versions, so previous save games won’t ‘find’ the new variable when loading, and will crash. Therefore, old save games won’t work in a new version with this fix.
:smile:
[/quote]
:tup: And there was me checking all the other climb and life bar code and that was it!! Fixed it now once I've bothered to fix the other small bits and bobs I'll get an update in.. I think ere was stuck point in the castle, issue with the letter R and some more spellings. Cool.
And the F1 menu lol
Cheers.
I think one of the rooms under the well didn't have a room name. could be wrong though.
Also, I could've sworn I died on a flame once and he bobbed up and down like I'd drowned. Can't remember which one though.
EDIT:: oh, it seems to be all of the outside ones. It's because you've used the 'water' material for the snow stuff.
As you don't actually have any water in your game, I'd suggest you change the following lines in func HandlerPlayerUpdate:
if(PlayerGet(P_MATCENTER)==MAT_WATER)
ScrRequest( gs_fid("PlayerPlayDeadWater") );
else
ScrRequest( gs_fid("PlayerPlayDead") );
to this:
ScrRequest( gs_fid("PlayerPlayDead") );
this will remove the 'use water-style death if dying in water material' part of the code, and just use the normal death for everything.