YolkfolkThe Dizzy Fansite 0 logged in0 playing
Community discussion

Dizzy - Night at the Museum v2.21 [DOWNLOADABLE]

Started by trz on 25 December 2012 • 27,507 views

35 posts
#55230

Dizzy - Night at the Museum

v1.03

v2.21

Many years have passed since Dizzy, thanks to his wit and courage, has defeated the evil wizard Zaks and threw his ring into the volcano's throat, hoping this would end his evil plans once and for all, but...

Theodore the magician couldn't warn Dizzy that he'd better not do that since Zaks's ring is indestructible, and the only way to dispose of it would be either hiding it somewhere or protecting it with the magic spells - these are
the laws of the magic world!

Meanwhile, Rockwart has been trying to find the ring to get all the powers Zaks had. For this, he even digged up more earth than the King's workers did when they were building a mine. No one knows how much time he spent on his searches, but nevertheless, they were a success. Despite that, Rockwart didn't know how to use the ring, which led Zaks's soul on loose...

The first thing the undead Zaks did was sending Dizzy into the far, far future, so no one could interfere the evil wizard's plans...

Authors:
idea: trz
code: trz, dr. Titus
title screen: prof4d (v1.x), DarkFalzX (v2.x)
gfx: trz, Rindex, dr. Titus
english translation: Crash Nicker

Warning:
2 game modes (only v1.03) - classic view and scrolling. Scrolling is enabled by default.
To switch to classic mode go to OPTIONS -> SCROLLING ON/OFF.

new in version 2.21:
- new title screen for the game by DarkFalzX;
- new game rooms, logic, enemies;
- modified smooth engine;
- ENG-RUS version;
- optimizing audio for the new engine;
- fixed minor cosmetic bugs, etc.

DOWNLOAD:
Dizzy - Night at the Museum (ENG, v1.03)
Dizzy - Night at the Museum (RUS, v1.03)
Dizzy - Night at the Museum (RUS-ENG, v2.21)

------
Merry Christmas!!!

👍 1
#78628
Looking great! Congratulations!
I'll upload on DizzyAGE soon.
I wonder if you can put both EN and RU versions in one game. There is a tutorial on localizations on the DizzyAGE website.
Alex
👍 0
#78629

[quote data-userid="17" data-postid="78628"]

I wonder if you can put both EN and RU versions in one game. There is a tutorial on localizations on the DizzyAGE website.

[/quote]

Many difficulties with 2-in-1.
Let there be two versions.

👍 0
#78630
Sorry in version 1.01 there was a mistake. Here version 1.02 English and Russian.

Links to the game 1.02 version in the first post.
👍 0
#78631
ver. 1.01 and 1.02 is passable, a correction of small cosmetic nuance, do not worry.
👍 0
#78633

added to the yolkfolk games database.

https://yolkfolk.com/games/dizzy-night-at-the-museum/

👍 0
#78634

There are no downloads at present for this game!

Why not? Two versions in the first post.

👍 0
#78635

[quote data-userid="250" data-postid="78634"]

There are no downloads at present for this game!

Why not? Two versions in the first post.

[/quote]

because my broadband is running slow and i'm still uploading.

👍 0
#78749
Shortly about the interesting:

1. In the game there are three types of thunder. Moreover, indoor thunder muffled.
2. If you pass by the main tree in the rain with the ring, it is always thunder.
3. Secret room - the only place where you never hear the thunder.
4. Cloud with rain, flying over Dizzy, was painted in 1992 or 1993 for my game about Dizzy.
5. Total drawn five title screens to the game. Two of them drew trz, one I drew by pencil on paper and on the computer, and a final screen drew Prof.
6. In the game was first applied smart multilayer scrolling, also allowing the necessary flow around the border and show position in the right place on the script.
7. Also in the game for the first time on the engine DizzyAGE implemented scheduled functions to run with a time delay.
8. Clouds on a background of the moon consists of 71 frames, and change direction after using an ancient scroll.






👍 0
#78759
Hi,

I've added this one on the DizzyAGE website.

I would recommend to mention your full names in the readme file and have an email for contact, in case some players need help with the game or anything.

It would be great to have a single version including both languages. I wanted to set up one in a hurry, but you don't have the texts separated. As I said there is an article on DizzyAGE website as well as a tech demo which can actually change the languages at runtime, but you can just use the option from the setup and re-load the specific definitions at startup. Having the texts separated is good for eventual other translations.

Please give me an email (see my email on the DizzyAGE website) when you have new versions, so I can upload them on DizzyAGE too.

Alex

P.S
One more thing, at one point it would be nice to remove the protection from the pak, so other can learn from your scripting.
👍 0
#78762

[quote data-userid="17" data-postid="78759"]

One more thing, at one point it would be nice to remove the protection from the pak, so other can learn from your scripting.

[/quote]

Password: rindex01

For another information welcome to dizzyage.flybb.ru )

👍 0
#78796

OK so I picked this up thinking Id be playing something based on the Ben Stiller film.

Even so I wasnt disappointed

Thanks guys for an amazing game!!!

Is this the first collaborative effort we've had for a Dizzy game?

The scrolling is the smoothest Ive experienced on Dizzy Age

I like the atmospheric music and sfx, tho sometimes it feels a little too dark (like at the police station)

The gameplay and graphics are superb

The rain cloud and lightning worked great

Ok so the text translation is not 100%, but this adds to the charm, and I can imagine that Russian is not the easiest language to translate to English.

This it would be a contender for my game of the year so far

Great stuff thanks guys!!

👍 0
#78802
New Dizzy will be in Ring of Zaks. Also there will be six-channel AY TurboSound. Wait for continuation.
👍 0
#79437
Version updated in the first post.
👍 0
#79446
v1.03 now up on Yolkfolk. :smile:

I couldn't upload the Russian version because both the English and Russian versions are 40MB each and my Internet is struggling with downloading and uploading big files at the moment.
👍 0
#79466

[quote data-userid="167" data-postid="78762"]

[quote data-userid="17" data-postid="78759"]

One more thing, at one point it would be nice to remove the protection from the pak, so other can learn from your scripting.

[/quote]

Password: rindex01

For another information welcome to dizzyage.flybb.ru )

[/quote]

I would like to study the code for this brilliant game (especially the rain cloud that follows dizzy around.) Is there any chance somebody could pm me a password so I can unpak it?

👍 0
#79469

[quote data-userid="277" data-postid="79466"]

I would like to study the code for this brilliant game (especially the rain cloud that follows dizzy around.) Is there any chance somebody could pm me a password so I can unpak it?

[/quote]

Rain cloud i wrote 4 years ago for not released game 'Escape from the Magicland'.

//***********************************
//
// Rain Cloud
//
//***********************************

#def BLOBS_COUNT 24
#def RAINCLOUD_ID 5100
#def BLOBS_ID 5101
#def CL_SPEEDX 32
#def CL_SPEEDY 32
#def O_FLOATX 32
#def O_FLOATY 33
#def CL_BRIGHT 0xC0
#def BL_BRIGHT 0xE0

func AIUpdateRainCloud()
{
scr = InventoryHasItem(4014); // If have papirus, then script = 1, else 0

CL_idx = ObjFind(RAINCLOUD_ID);

if (ObjGet(CL_idx, O_DISABLE)) // If cloud disabled, then exit
return; //

P_idx = ObjFind(4014);

RoomW = GameGet(G_ROOMW);
RoomH = GameGet(G_ROOMH);

RoomX = GameGet(G_ROOM X) * RoomW; // Absolute coordinates of
RoomY = GameGet(G_ROOMY) * RoomH; // top left room corner

if (scr) // If we have papirus, then
{
P_x = PlayerGet(P_ X) - 12; // x - coordinate of Dizzy
P_y = PlayerGet(P_Y) - 50; // y - coordinate of Dizzy
}
else
{
P_x = ObjGet(P_idx, O_ X) - 4; // x and y coordinates of papirus
P_y = ObjGet(P_idx, O_Y) - 50; //
}

P_y += (int) (gs_sin( (float)GameFrame() / (float)15 ) * ( (float)8 ));

CL_x = ObjGet(CL_idx, O_ X) ;
CL_y = ObjGet(CL_idx, O_Y);

floatx = ObjGet(CL_idx, O_FLOAT X) ;
floaty = ObjGet(CL_idx, O_FLOATY);

distx = (P_x * 256) - floatx;
disty = (P_y * 256) - floaty;

floatx = floatx + distx/CL_SPEEDX;
floaty = floaty + disty/CL_SPEEDY;

ObjSet(CL_idx, O_FLOATX, floatx);
ObjSet(CL_idx, O_FLOATY, floaty);

CL_x = floatx / 256;
CL_y = floaty / 256;

ObjSet(CL_idx, O_X, CL_x);
ObjSet(CL_idx, O_Y, CL_y);

col = ObjGet(CL_idx, O_COLOR);

if (!scr) // If dont have papirus, then
{
if (col >> 24) // Increase cloud transparency
col = col - 0x01000000; //
}
else // Else if have papirus, then
{
if ((col >> 24) < CL_BRIGHT) // Decrease cloud transparency col = col + 0x01000000; // } ObjSet(CL_idx, O_COLOR, col); ObjPresent(CL_idx); if (!IsUpdate(1)) return; // Refresh every frame activecount = 0; freecount = 0; free_idx = -1; for (i=0; i<BLOBS_COUNT; i++) { idx = ObjFind(BLOBS_ID+i); if (ObjGet(idx, O_DISABLE)) { freecount++; free_idx = idx; } else { x = ObjGet(idx, O_ X) ; y = ObjGet(idx, O_Y) + 2; matx = x - RoomX; maty = y - RoomY + 6; if ( (matx < -200) || (matx > 240+200) ||
(maty < -100) || (maty > 136+100) )
mat = (1 << MAT_BLOCK); else mat = MaterialRead(matx, maty, 3, 2); if ( mat & (1 << MAT_BLOCK)) { ObjSet(idx, O_DISABLE, 1); freecount++; free_idx = idx; } else { ObjSet(idx, O_Y, y); ObjPresent(idx); activecount++; } } } if (!IsUpdate(2)) return; // New blob every second frame if (free_idx != -1) { x = CL_x + gs_rand(6)*4; y = CL_y + 6; matx = x - RoomX; maty = y - RoomY + 6; if ( (matx < -200) || (matx > 240+200) ||
(maty < -100) || (maty > 136+100) )
return;

if (!(MaterialRead(matx, maty, 3, 2) & (1 << MAT_BLOCK))) { ObjSet(free_idx, O_COLOR, (col & 0xFF000000) | 0x00FFFF); ObjSet(free_idx, O_DISABLE, 0); ObjSet(free_idx, O_X, x); ObjSet(free_idx, O_Y, y); ObjPresent(free_idx); } } }
👍 0
#79534

Oh thank you so much for that Titus! That saves me having to hunt around looking for the code too. Very useful for amateurs like me to study this sort of code {yolkfolk}:thumb:

Thank you again, I appreciate it!

👍 0