YolkfolkThe Dizzy Fansite 0 logged in0 playing
Community discussion

Crystal Kingdom Dizzy Remake - DizzyAGE Community Project

Started by Adam Markey on 9 June 2014 • 78,736 views

🔒 Closed144 posts
#81823
Fear not, I will be making this as close to the original as I am capable of and if Adz doesn't mind some of his hard work being altered then I'll change the map a little too? I've still got things to do that I CAN do with the coding but once I've finished I'll send it to Adz and he can make it available for inspection just to make sure things are going in the right direction! Trying to get as much as I possibly can done before the end of the year :yes:

(I don't like the level system or the different jumps either btw, is there ANYBODY out there who actually does?!)
👍 0
#81825
[quote data-userid="277" data-postid="81823"]

Fear not, I will be making this as close to the original as I am capable of and if Adz doesn’t mind some of his hard work being altered then I’ll change the map a little too?

[/quote]

Like I said, It's a Community project so any alterations are welcome. :smile:

I can imagine the Crystal Island segment would be one of them since I made a mess of it and ended up doing two extra rooms underground. :x_x:

[quote data-userid="277" data-postid="81823"]

I’ve still got things to do that I CAN do with the coding but once I’ve finished I’ll send it to Adz and he can make it available for inspection just to make sure things are going in the right direction! Trying to get as much as I possibly can done before the end of the year :yes:

[/quote]

Good to hear. :smile:

[quote data-userid="277" data-postid="81823"]

(I don’t like the level system or the different jumps either btw, is there ANYBODY out there who actually does?!)

[/quote]

The format didn't really bother me, but that's probably because I grew up with the C64 version.
But anyone who's played the Spectrum version and enjoyed the adventure games before it, I kind of understand where they're coming from.

👍 0
#81831
[quote data-userid="277" data-postid="81823"]

Fear not, I will be making this as close to the original as I am capable of

[/quote]

This is absolutely delicious to ear!!! :teethy: Can't wait to get my hands on it.

I've never actually noticed how well the levels fit side to side with one another. Anyway either it cames whit or without levels it will be great. I'll be happy just to see the jumps thing jumping out of the scene. LOL
👍 0
#81842
Just a quick update!

I've been going back and forth with the accuracy of this and I've decided to follow Adz' map and not stick rigidly to the original. Most of the game works fine anyway but some puzzles become a bit more awkward to code and for the player to solve and there's lots of walking about wondering what to do with no clues. What I mean is there's no "A-B-C" but things would be a bit smoother with a few changes. I like Adz' map a lot and I don't want it to go so I plan on keeping things as close to the spirit of the original as possible but with some updates.

I hope this is okay? Once this version is done it would be fairly straightforward to use most of the code with a brand new 100% accurate original map to produce a very accurate remake. I'm happy to do that in the future if there is a demand for it and nobody else wants to. But for now it's a lot less of a headache to work the gameplay around the reimagined map - it'll mean that the game is ultimately better for it.

I hope that made sense!
👍 0
#81859
Hi

If you allow me to make a suggestion: why not make a two-in-one?
Lets face it: the most probable thing to happen is that no one will pick it up to make the more accurate version, so... why not start with your idea and then include the other - original - version as well. This way a gamer cloud choose to play an accurate remake or a new and improved version.
👍 0
#81861
Eggcellent idea! It's beyond my technical ability to program that but I'm sure there'll be somebody around here who can help. I'm still focusing on finishing whatever I can with the goal of getting an "almost ready" version up in time for Christmas. Once I've done that and other members of the community have hopefully started putting the finishing touches on it (which it WILL need!) I'll draw the original map and hud and we'll take it from there.

I've been doing the work from all over the game so it's hard to give any exact and meaningful updates but it's looking good so far. My skills are limited but I've got things working and looking as they should and overall it's in much better shape than it was when it was just a map!
👍 0
#81882
[quote data-userid="68" data-postid="81859"]

Hi

If you allow me to make a suggestion: why not make a two-in-one?
Lets face it: the most probable thing to happen is that no one will pick it up to make the more accurate version, so… why not start with your idea and then include the other – original – version as well. This way a gamer cloud choose to play an accurate remake or a new and improved version.

[/quote]

The real question here is - Would any programmer WANT to make the game 100% accurate with the jumping?

[quote data-userid="277" data-postid="81861"]

I’m still focusing on finishing whatever I can with the goal of getting an “almost ready” version up in time for Christmas. Once I’ve done that and other members of the community have hopefully started putting the finishing touches on it (which it WILL need!) I’ll draw the original map and hud and we’ll take it from there.

I’ve been doing the work from all over the game so it’s hard to give any exact and meaningful updates but it’s looking good so far. My skills are limited but I’ve got things working and looking as they should and overall it’s in much better shape than it was when it was just a map!

[/quote]

Again, when a beta's ready, we can see where we go from there. :smile:

👍 0
#81903
[quote data-userid="3" data-postid="81882"]

The real question here is – Would any programmer WANT to make the game 100% accurate with the jumping?

[/quote]

Not me, that's for sure! :wink:

I, personally, would like to see the game 100% equal, except for the "Jumps" and "Levels" thing. If a programmer would choose to make it 100% equal, i could live with that, but i would prefer the normal/traditional jumps and the normal/traditional game with no levels.

If anyone is interested i can share the image where i merged the 4 Spectrum game levels altering the less possible in the game, but honestly it's barely the maps merged (only the boat front had a bit of extra work, but not much)...

It is, however, curious how the levels fit well side-by-side which let's me wonder if in the original sketch they weren't meant to be side-by-side
👍 0
#81904
[quote data-userid="3" data-postid="81882"]

The real question here is – Would any programmer WANT to make the game 100% accurate with the jumping?

[/quote]

The only reason I would want to would be for the challenge and to show off how much I'm mastering the coding. But of course, if it's done with DizzyAGE, this would be really simple. For the same reason, I'd like to work out Treasure Island Dizzy's inventory system. (And this reason only; it's a pain in the arse!)

Saying that, though, I recall Jamie Douglas working out how to create Spectrum-style colour clash and basically no one was interested. https://www.yolkfolk.com/bb/showthread.php?1140-Colour-Dizzy
👍 0
#81917
Quick question for Adz, when you added the dialogue for Theo at the end did you intend for the Spellbound style character to appear or did you want to keep the garden gnome man that was on the map?
👍 0
#81918
Yeah, I would prefer to keep the character graphics from the original. It's because he does look exactly like a miniture version of Theodore, that's why I altered the conversation.
👍 0
#81949
Just a quick question - would custom death messages be a good idea? It wouldn't take too long to put them in and there are a lot of different things that can kill you. Personally, I prefer them but what do you guys think?
👍 0
#81950
You can if you want to, I personally don't mind. :smile:
👍 0
#81952
[quote data-userid="642" data-postid="81951"]

Did the original have them?

[/quote]

No it didn't, but the energy and lives were very different in how they were displayed on that one. This is more like the Spellbound remake gameplay-wise and that had death messages and all but two of the other remakes did too. I think I'll put them in there anyway and if it's decided they're not wanted they can just be deleted.

👍 0
#81963
Right! I've sent what I've done to the game to Adz so he can beta test it and make it available for everybody else to tinker with. The game is completeable from beginning to end and can be played through with no problems. Whilst there are a couple of things that can be made significantly better by more experienced programmers it does play as closely to the walkthroughs, emulators and Adz's descriptions which I've been working from as I could make it. I've made one or two adjustments to dialogue which I hope have clarified certain things in the gameplay and altered level 1 ever so slightly (Daisy now blocks her hut's doorway until another puzzle is solved - it made something else easier for me to code and it also stops the player from wandering around an even bigger area) but it's as accurate as it can be for this new map. The very last puzzle with Theo and placing the items in the correct order has one minor difference - now, whenever you go back to Theo to check how many you've put in the right spots they are removed from the map and placed back into your inventory (except if all three are correct of course!) This was necessary because of status increases and whatnot and it would've been impossible for me to code it any other way and still have it work how it should!

Okay, things that require a little more looking into are:

The Whip: The code begins at line 625 of game.gs. As it is, when the player actions the Whip item at the top of the steps next to the gap the Whip is removed from the inventory and a tile of the hanging whip appears along with an invisible brush which has its material set to climb. It allows the player to cross the gap but there needs to be a collider or somesuch there which could set the Player tile to the hanging Dizzy (tile 1010) dangling from the whip as he jumps across.

Nasty Bats: The four hanging bats are in rooms 0,3 (INSIDE THE CAVE) 1,3 (CAVE ENTRANCE) 11,5 (THE GALLEY) and 25,5 (UNDER THE DOCK)*. All their properties are set except for their ID's. As the player reaches a point near to where the bats are hanging they must drop down to the same level as the player and switch to the flying bat (tile 585) which must then fly towards and past the player and exit the room. When the player exits the room each bat must be reset to its original hanging position. The four flying bat tiles will need to be added to the map.

*I have covered room 25,5 (UNDER THE DOCK) with a large black tile (ID 6787) on layer 7 which is for the Torch in the inventory puzzle so this will need to be removed before you can modify the bat in there!

The Parachute: This puzzle needs completely recoding from scratch so everything I've put there (from line 2758) can just be deleted! Collider ID 1234 and four invisible brushes (ID's 1235, 1236, 1237 & 1238), which have had their material set to cloud, functions well enough to allow the player to reach the cherries and the cloud with the Sword on it when they have the Parachute in their inventory but it requires tinkering with the custom movement setting to make it closer to the original. I tried, but poor Dizzy started behaving in some very strange ways - flying upwards uncontrollably, disappearing, freezing, having jittery seizures! - It's best for somebody who actually knows what they're doing to code this puzzle if only for the sake of the little egg's health. I did have the idea to draw a new custom tile with Dizzy and the parachute (a bit like the Amiga/Atari versions had, I think?) but with my inability to code the puzzle I thought I'd save myself the time by working on something else! I'll be happy to draw the tile if it's needed though.

The dialogue boxes need altering. I couldn't find an example with the emulator or YouTube walkthroughs I've been using with enough quality to accurately copy or draw a new one.

Do we need different music over the closing CONGRATULATIONS screens? The code for that sequence begins on line 3083 if it needs to be adjusted.

There is also something screwy going on with the Yolkfolk startup screen, it's displaying as if it's been zoomed in or something. I don't know what that's all about and I'm not sure where to look to try to fix it. Incidentally, I've changed the "Let's play Dizzy!" sound sample from 11 to 44 in the Samples folder and redefined it in sound.gs too - this was because the lifebar charging sounds uses 11 as one of its defines.

I attempted to spruce up the Crystal Caves with coloured diamond shapes similar to how they appear in the original game but, frankly, it looked a bit rubbish so I've left it how Adz originally drew it. I think it's a nice callback to the first Dizzy game as it is, but let's see what the rest of you think about it!

The snake's movement in room 3,3 (THE WISHING WELL) has been adjusted. In the original game it moves across the grassy humps in that room, in front of the well, turns around and comes back again. I couldn't replicate this movement (not continuously, anyway) but since every other snake in the game moves across level grassy surfaces I just made that one do the same but slightly further to its right. It doesn't look wrong at all but it isn't entirely accurate either.

There's the traditional (for these remakes) white/coloured Dizzy, selectable languages, borders and music menus to code. I don't even know where to begin with those!

If a cheat mode is coded please be aware that some puzzles rely on certain items being available only at certain times during the game so selectable items (as we had in the Spellbound remake) will cause some issues with the gameplay so it's probably wise to leave it out of this one! Extra lives, extra energy and extra cherries will not interfere with anything else though and might be a fun addition.

If you need to give anything some new ID numbers use the 700's, I think most of those are free - it's easy enough to check them with the map editor anyway!

There are apparently a couple of HUNDRED overlapping tiles on the map. Some of these are characters I put there (new actionable objects in place of, and in addition to, status increases for various bits of puzzles using identical tiles) but some of these are windows on top of windows and torches on top of torches and an entire hut pasted on top of itself over and over. Not sure how they got there but at this point I haven't got it in me to sit there and delete them so that's a job for somebody else if you think it's necessary!

But that's it. Absolutely everything else has been done and I've tested and checked many times and it all seems to function properly with no apparent bugs. New eyes might see things I've missed though :smile:
👍 0
#81965
You deserve a pat on the back there, Pogie. :smile:

Here it is. Same link as above.

https://www.yolkfolk.com/media/games/yolkfolk/CKDR.zip

I haven't had a proper look yet, so I'll get back to you when I can. :smile:

@DizzyAGE programmers - You're welcome to make any modifications where necessary, but as long as you let us know what you've changed.
👍 0
#81967

I've played through it and finished it. :smile:

I am truly amazed with how well you coded this game! :tup:

Many of which have come out better than I imagined, like using the pin on the dinghy and the door opening in the Crystal Maze.
The two endings appear perfectly aswell! :smile:

Here's what I've come across during my playthrough:-
- (Already mentioned) The Worm from the WISHING WELL screen doesn't go up and down slopes like in the original.

- The GOLD COIN does not disappear from your Inventory when used on the well.

- The items "WEIGHT" needs to be renamed "HEAVY WEIGHT"

- The item "CAKE" needs to be renamed "FAIRY CAKE"

- Dizzy's dialog box "THERE'S NO NEED TO BE LIKE THAT, DAISY" needs to be moved slightly as It's a bit hard to read with Daisy's dialog behind it.

- The same for Dizzy's second dialog box when I talk to Denzil for the first time.

- The same for Dizzy's second dialog box when I talk to Dora for the first time.

- The game needs to stop Dizzy from dropping the umbrella whilst inside the waterfall.

- (Already mentioned) The four "drop down" bats need to be coded.

- Dizzy's dialog boxes when talking to the genie - "HMM, LET ME THINK" and "COULD YOU MAKE GRAND DIZZY TALK TO ME?" need to be in two separate boxes instead of one.
They also needs repositioning as again, It's hard to read with the Genie's dialog behind it.

- The item "SUPERGLUE" needs to be renamed "SUPER GLUE"

- Dizzy's dialog box "I'LL TRY MY BEST" needs to be moved slightly as It's a bit hard to read with Blackheart's dialog behind it.

- The rat from the "MAST BOTTOM" screen is meant to jump over the hole.

- The leak in "THE HULL" doesn't look right at all. It's supposed to be leaking out of the wall, not the ceiling.

- When you tell Blackheart his ship has been fixed - Dizzy's second dialog box need to be moved slightly as It's hard to read with Blackheart's dialog in the background.

- When asking Freddy about Crystal Island - Dizzy's second dialog box need to be moved slightly as It's hard to read with Freddy's dialog in the background.

- The item "TORCH" is supposed to be placed on "THE WOODS" screen to the left hand side of the Well.

- The Stalagmites under water beneath the QUAY SIDE will need to be removed, I didn't realise that dodging enemies underwater, plus the hazards would be that impossible to get through.

- All Acid drops in the Underground caves need tweaking as they're impossible to dodge.

- The well rope on the 'LIFT SHAFT' screen is missing.

- The thing about using the TORCH underground is hard to explain. When the TORCH is dropped anywhere underground, it should only light up the screen the TORCH is dropped in,

otherwise, all the other underground areas are pitch black. That's a MAJOR problem - as I need to leave the torch behind when I'm taking other items back on land - since two inventory

spaces will be taken up with the underwater equipment.

- Dizzy's dialog box needs to be moved slightly when talking to the old man for the first time. Again, because of the Old man's dialog in the background.

- The Cherry in "A SECRET ROOM" cannot be collected" - Unless you Press Enter for some reason.

- The PUNCTURE KIT needs to be reordered, as it shows almost of of view when behind the Old man.

- The treasures need renaming to - WOODEN CHALICE - CROWN OF ZEFFAR - SWORD OF JUSTICE - I don't think I ever mentioned it when I was typing up the conversations.

- All Acid drops in the AZTEC ZONE need tweaking as they're impossible to dodge.

- The 'CRYSTAL CAVERNS' screen with the Acid drops and the climb to the frozen crown may need redesigning, as It's extremely difficult to to reach the crown without losing chunks of energy.

- (Already mentioned) The PARACHUTE doesn't act the same way as the original game. When carrying the PARACHUTE, there are invisible clouds along the pit where the sword and the cherry are placed.

- I'd rather the treasures weren't moved or sent to the inventory automatically when you're trying to place them correctly. One instance I ended up with the Chalice listed twice in the inventory.

- I think the Main Menu tune needs to be played when you finish the game.

- The GAME COMPLETED menu needs a minor tweak, as you may have noticed - I've renamed most of the options - But for the Game Complete menu, I forgot to to rename the options when you highlight them.

- The Level Complete tune I think needs to play on the following scenes.
= On the dialog box where Grand Dizzy says "GOOD LUCK".
= Where Dizzy instantly appears on CRYSTAL ISLAND.
= When Dizzy flies around the screen on the dinghy.
= When Theodore casts the spell to send Dizzy home. Here are my other suggestions, some of which Pogie already mentioned.:-
- For some reason, the remake uses the OLD Yolkfolk startup screen instead of the one used on the Spellbound remake. I don't why that tile is showing up - I can't locate it anywhere in the tiles folder - I've even tried to replace the loading screen myself, but to no avail.

- About The Dizzy Fansite jingle on the loading screen - I prefer to use the cut version of The Dizzy Fansite jingle I used on Magic Maniax 5 and 6 - HERE.

- When the GAME OVER dialog box appears, the Game Over tune needs to play - I believe the Russian DizzyAGE programmers managed to do that for Home Alone.

- The Inventory screen shows the pictures of the items like in Spellbound - Jamie Douglas managed to one for Mystic Forest - exactly the same as the original Crystal Kingdom.

- Like in past remakes, the game's icon needs to be changed to the Crystal Kingdom one.

- (Already mentioned) The dialog borders need altering to either the same as the original game or the Spellbound remake.

- (Already mentioned) Extra options are needed like in past remakes -
= Dizzy's Colour -- White -- Red gloves and shoes -- Spectrum colour clash (Jamie Douglas coded)
= Music Change -- Like on the Spellbound remake - Choose between the Speccy or the C64 music - There are already .ogg files in the music folder.

- I'm very uncertain with the remake's current HUD - I would like to see if anybody - including from our Russian collogues can make a fancier version of the HUD aswell as making different varieties with Amstrad graphics and C64 graphics.
We truly are in the right direction with this remake. {yolkfolk}:cheers:

👍 0
#81969
wow sounds fantastic.
:tup:
👍 0
#81970
A couple of things:

The acid drips were very tricky for me to get right. If they move any slower they look odd but as you say, at their current speed they are impossible to dodge - they might need recoding from scratch.

The leaky hull didn't look right with the drip just appearing in mid air either. Perhaps a new tile can be drawn which could be attached to the side wall?

The problem with the cherry is due to the fact that each cherry has been made a collider so that when it's touched it is picked up. Unfortunately the underground Torch puzzle is basically one big collider too and Dizzy can only trigger one collider at a time. If you delete the black tile covering the underground area on the map you will see the large white tiles are everywhere except for where the cherries are, with quite a bit of space left. I tested and tested and was able to pick up all the cherries with no problems but all that needs to be done is to move the collider next to that cherry another square or so to its right.

The whole torch puzzle is simple and can easily be adjusted or replaced altogether. It's essentially - Dizzy touches collider, collider checks inventory for torch, if Dizzy has torch then disable black tile, if Dizzy doesn't have torch then don't disable it! Very simple and a more experienced programmer will no doubt be able to make it work more like it should!


Btw, how on earth did you manage to get two of the same item in your inventory at the end?! That's never happened to me! That's a job for an expert to fix because I'm stumped!!!
👍 0