⌂ YolkfolkThe Dizzy Fansite
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Dizzy & The Snow Queen [PROGRESS THREAD]

Started by Noggin the Nog on 16 July 2012 • 12,398 views

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#55186
Hi All,

At AdzM's suggestion, I thought I'd start a progress thread for my dizzy game. DizzyAge is my first experience of coding so I'm learning as I go, though I've made a few little test maps for practice. The game puzzles are pretty simple, I think, but what I'm trying to do is have a strong plot in the game, to make it part of a story.

So I want to put some cut scenes into the game. Can anyone tell me which of the games on here has particularly good cut scenes? So I can see what's possible.

Here's an example of a very small one from my game:



And another screenshot



I posted some older screenshots in the introductions forum, if you want to have a look.

I've got a couple of questions too. Is there a command to turn off the player controls, or do you have to use P_DISABLE and put a dizzy-shaped object in his place?

Also I've been working on the music this week. How do you unmute the music in the game? It seems that once you've used F9 a few times, you can't turn the sound back on.

Anyway, greetings and salutations! And thanks in advance if you can help me out.
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#77748
Use PlayerEnterScripted(); to stop the player moving, and PlayerEnterIdle(); to start the player moving again. :smile:
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#77756
I agree with that (but then I would!) :wink:

I can't replicate your problem with the sound not coming back on, I've toggled mine off and on using F9 about 2 dozen times and it still works. You really should use the music and FX volume adjuster though. :smile:

Games with good cut scenes? hmm the only ones that really spring to mind are Pirate's Life Dizzy and Lost Temple Dizzy. Never done them myself, I prefer the option of having an intro (See TLoD, CoTM and MFD).

Screenshots are looking good! Any idea of a release date?
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#77757

Screenshots look great....I will have to let my friend SnowQueen know about this one {yolkfolk}:animwink:

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#77758
I had that sound problem this year, i just d/l dizzyage again and swapped my folders over. Worked fine then.
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#77759
The sound problem's fixed! All I had to do was change the name of the dizzy.exe file. God knows what that's about.

Thanks delta, I'll check those games out. As for a release date, I've no idea. It'll be a few months yet.

Will keep you posted though.
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#77760
Keep the dizzy.exe named as that, it's much easier, as when you pak the game, it assumes the name of the .exe file is dizzy.exe

It is possible to change it without everything going arse over tit, but if I remember rightly (been a few years since I did it) it's not the work of a moment.
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#77762
Thanks delta. That won't be a problem actually; I'd previously renamed the file dizzy3.exe so I can just change it back. :tup:
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#77789
Just finished a couple of in game cut scenes. I think they've come out really well. Just to give you a flavour, here's some shots of one of them.











I'd say the game's at about the halfway stage now. I've drawn well over half the screens, but the later parts are going to have to contain more original graphics. Roughly speaking, the full game should have 120 screens and 50+ items.

I'd like to ask for some advice too. I want to do a sequence where dizzy follows a mouse across some obstacles. So the mouse has to run for a bit, then jump, then run again. Or, object x moves to waypoint y then disappears. Object x' appears in it's place, moves to waypoint y' then disappears and so on. I've done this sort of thing so far with the WaitFrames command, which is fine when the player's frozen, but in game, it holds up the players interactions. In particular, I want dizzy to be able to get hurt whilst this sequence is going on. Has anyone got any ideas?
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#77790
are you actually wanting the mouse to wait for a bit?
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#77791
No. I just want him to run with one animation and jump with another.
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#77792
I'm not quite sure why you're using waitframes(); then?

All you have to do is either repeat one movement (moving x pixels left/right) a certain number of times then change to another movement, or check if the object is past a certain point on the x axis then change to another movement.

Either way will work fine. :smile:
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#77793
Oh yeah. You can just set a waypoint then use if(ObjGet(idx, O_TARGET)==0) to do the switch. Bit of a mental block there.

What you say is interesting though. Can you refer to the position of a moving object in the code? Could you, for example, get one object to follow another one by setting the target of the 1st as the position of the 2nd? I've tried to do this before and couldn't get it to work.

Thanks for the help. :tup:
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#77796
yes you can. just use something like ox=ObjGet(idx,O_X ); if(ox>=1234) { do whatever }

Obviously it's a bit more complicated than that.

You could also set the target waypoint as a moving object, or even as an invisible object which mirrors the player's position (see zak's lightning bolt in IID).

the ghost in CoTM is also a good example of that.
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#77948
Passed the 100 screen mark this weekend! I've finished the big set-piece puzzle I was talking to Delta about earlier - I think it turned out pretty good.

The game keeps unravelling though. I've had another idea for a puzzle, which I don't know how to code yet, but it's too good an idea not to do.

I'm aiming for a release date in late October. Don't think I could finish any earlier and defo want it done by christmas - the game looks a bit seasonal and I'm basing the music on xmas carols!
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#78038
A few more screenshots for your consideration...






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#78039
Looks good :smile: My favourite ones the Pottersford screenshot :smile:
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#78040
Nice work, looking pretty good.
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#78054

Looking good, Noggin. Pottersford definitely looks like those dwarves have done a bit too much tunelling and caused a little subsidence! {yolkfolk}:thumb:

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