(I don't like the level system or the different jumps either btw, is there ANYBODY out there who actually does?!)
(I don't like the level system or the different jumps either btw, is there ANYBODY out there who actually does?!)
Started by Adam Markey on 9 June 2014 • 78,736 views
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.
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. LOLHi
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.
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:
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.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-DizzyDid 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.
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: