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Crystal Kingdom Dizzy Remake - DizzyAGE Community Project

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

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#81971
I've never played any of the speccie/c64 originals so don't really feel I can offer much in the way of how the game looks, but have a few suggestions.

Torch in caves - rather than use colliders it might be easier to use 'OpenRoom' functions to check whether the torch is in the inventory to enable/disable the 'black' tiles, that way there's no conflict with the cherry colliders.

Acid drops - assume you're using something like a 'y+' function rather than AI, if so then just add a delay before the acid drop respawns.

Leaks - perhaps adding an extra bit of hull with a higher layer than the drip that covers the top half of the start of the 'drip' so that it seems to be coming from a 'gap' in the hull.

The three treasures - Duplicated items can happen if an enable/pickup item command isn't switched off when the item is already in your inventory as it will make the item appear again - the inventory is just a list and the item is still just lying around disabled.

Easiest method is to change the class to action when dropped (and moved to correct spot) then switch it back to item and pickup when actioned again (if Dizzy is able to be holding more than 3 items at this point in the game then do an inventory check as the first part of the action function cos if there is a status change to reflect on what comment you are given about correct placement that will happen even if your inventory is full and you try to pick up the item).
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#81974

Don't forget, this game is an open project. So if you want to make any changes to any coding, you're welcome to do so as long as you let us know. :smile:

On that note, I've reuploaded the game again as I've made small changes. (Same link)

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

- Some items have been renamed
- Fixed GAME COMPLETED menu
- Moved TORCH to THE WOODS to the left hand side of the seized well.
- Redesigned the underwater section beneath the Quay Side, Sorry I made that screen a nightmare before. {yolkfolk}:redfaced:
- Redesigned the CRYSTAL CAVERN with the Acid drop, it should now be easier to get through.
- Also repositioned the platform on the CRYSTAL CAVERN screen where the SALT POT is.

The Cherry in the SECRET ROOM seems peculiar now, sometimes it disappears when I touch it.

And now I can't replicate the bug with the treasures.

I've noticed on the QUAY SIDE that the only back onto the pier is to make one half of the pier stand climbable, which Pogie already did - I didn't realise climbing back up was impossible.

Also something I forgot to mention - The last dialog box was missed out on the game. Regardless as to whether or not you collected all the cherries, the screen fades to black with the following message.

GAME - THANKS FOR PLAYING!
WE HOPE YOU ENJOYED THIS DIZZYAGE REMAKE OF CRYSTAL KINGDOM DIZZY.
YOLKFOLK.COM GAMES

One last thing - about the tiles folder.
I had to do some re-numbering with some of the tiles to try and deal with the tiles with duplicate ID's, that all should be dealt with now.

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#81977
[quote data-userid="3" data-postid="81974"]

One last thing – about the tiles folder.
I had to do some re-numbering with some of the tiles to try and deal with the tiles with duplicate ID’s, that all should be dealt with now

[/quote]

Which tiles in the folder were duplicates Adz? I went in and took out all the extra ones that weren't being used to save space. Out of what was left the only one that comes to mind was the white/coloured hanging dizzy tile but that wasn't on the map yet {yolkfolk}:scratch:

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#81979
[quote data-userid="3" data-postid="81974"]

Don’t forget, this game is an open project. So if you want to make any changes to any coding, you’re welcome to do so as long as you let us know. :smile:

[/quote]

Point taken AdzM - I'll have a look at it after I've sent you my latest game (hopefully over the weekend).

Pogie, when you start a game if there are any duplicate tiles a file appears in the folder that lists all the duplicate tiles.
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#81980
[quote data-userid="277" data-postid="81977"]

Which tiles in the folder were duplicates Adz? I went in and took out all the extra ones that weren’t being used to save space. Out of what was left the only one that comes to mind was the white/coloured hanging dizzy tile but that wasn’t on the map yet {yolkfolk}:scratch:

[/quote]

It's because my tiles folder is cluttered with .tga files from other DizzyAGE games like Pirates Life, Mystic Forest and the Spellbound. The only ones I've renumbered were the Spellbound Remake tiles and the Paníc Dizzy toy tile so they don't affect this game.

Now, I've made a new HUD.



I can't believe I'm asking this but, how do you change the position of coin counter, the lives and the energy bar?
I want them to fit into the new HUD but I can't see anything in the scripts files that allows me to change the positions.
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#81981
[quote data-userid="3" data-postid="81980"]

I can’t believe I’m asking this but, how do you change the position of coin counter, the lives and the energy bar?
I want them to fit into the new HUD but I can’t see anything in the scripts files that allows me to change the positions.

[/quote]

It's in the Handler scrip, look for HandlerDrawHud section, you'll need to play around with the numbers next to the HudDrawText bit to see how far it's moving and in what direction but it's pretty straight forward.

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#81982
Adz, the game now runs in full screen all the time (and it's stuck that way, pushing F10 just makes the screen flash) and the tiles folder is full up with all the old tiles again! How? What? Who? Why? {yolkfolk}:scratch:

edit: And there are 5 missing tiles on the map in the new underwater section. What was wrong with the way that section was how you originally drew it? It's now REALLY difficult to get past the spikes and the fish without losing energy!
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#81983
[quote data-userid="55" data-postid="81981"]

It’s in the Handler scrip, look for HandlerDrawHud section, you’ll need to play around with the numbers next to the HudDrawText bit to see how far it’s moving and in what direction but it’s pretty straight forward.

[/quote]

Thanks, Meph. I thought the handlers had something to do with it.

[quote data-userid="277" data-postid="81982"]

Adz, the game now runs in full screen all the time (and it’s stuck that way, pushing F10 just makes the screen flash)

[/quote]

Oops, sorry! It's because I always play in full screen and I forgot to change the settings back when I reuploaded.

Go to Setup.exe > Config > Video > Click on Full Scale until it says either scale x2 or scale x3 or what ever size window suits you.

[quote data-userid="277" data-postid="81982"]

and the tiles folder is full up with all the old tiles again! How? What? Who? Why? {yolkfolk}:scratch:

[/quote]

Again, sorry. It because some of your tiles weren't showing up for me so I had to rename the ID's that were NOT used on the map and as a result, accidentally ended up with a lot of unused tiles from other games again.

I've mean meaning to clear it all out sooner, It's just that I kinda have a slight hoarding problem virtually. :confused:

[quote data-userid="277" data-postid="81982"]

edit: And there are 5 missing tiles on the map in the new underwater section. What was wrong with the way that section was how you originally drew it? 

[/quote]

The stalagmites were originally set to kill you, thus making it extremely impossible to pass, that was when I didn't think about how Dizzy's swimming controls worked.
Plus, I didn't like the look of how I first did it, I think I was having a Magic Maniax moment. {yolkfolk}:scratch:

I think I know what those 5 missing tiles are, It's the seaweed from the Spellbound remake, found in "game custom" folder, filename - 994 sea_wead_ani 8.tga

Don't know if this'll help.
On the editor, if you go to Options > Tiles folder > Find the tiles folder FROM this game, then click reload.
[quote data-userid="277" data-postid="81982"]

It’s now REALLY difficult to get past the spikes and the fish without losing energy!

[/quote]

All I did was tidy that section up, It's not impossible, just trial and error.
If you lead Dizzy to the bottom right corner of the upper DEEP WATER room (26,5), carefully tap jump until the bottom two fish are out the way, then move left and you should just about miss the spikes.

If you all still find that section unbeatable, I'll look into this again.

I hope that's cleared everything. Really sorry if I caused a lot of inconvenience, Pogie. :blush:

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#81985
[quote data-userid="55" data-postid="81981"]

It’s in the Handler scrip, look for HandlerDrawHud section, you’ll need to play around with the numbers next to the HudDrawText bit to see how far it’s moving and in what direction but it’s pretty straight forward.

[/quote]

Nice one, this was something I was going to ask at some point :smile: . Also, do you know if there's a way to draw the energy bar on a lower layer? So I can draw over it with heart shapes? Just for aesthetics really, nothing essential.

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#81986
SUCCESS! I managed to move the life bar, the lives and the counter! They now fit perfectly onto the new HUD. :smile:

Speaking of which, thought I'd share the new HUD's I've been working on.

Spectrum (altered some of the colours)


Amstrad


Commodore


Thoughts?
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#81987
The hud looks excellent, love the colours.

AndyG i'm not sure, that might be something you may have to do using an image editor, if can be done using the script it'll probably be in the Handler folder.
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#81988
[quote data-userid="3" data-postid="81980"]

It’s because my tiles folder is cluttered with .tga files from other DizzyAGE games like Pirates Life, Mystic Forest and the Spellbound. The only ones I’ve renumbered were the Spellbound Remake tiles and the Paníc Dizzy toy tile so they don’t affect this game.

[/quote]

But I cleared them all out and only the tiles that Crystal Kingdom was using were left. Now they're all back in there again {yolkfolk}:scratch: And now one of the Dizzy hanging tiles has the same number as another tile so it mightn't work properly. This is all very confusing.

I got very puzzled about the underwater section for a while until I realised that you were under the impression the spiky rocks could kill you. But they don't, because they are set behind the water and the game is only recognizing the water. The spiky rocks are set to KILL but for the whole time I was working on the game I was happily just dropping down to the bottom and walking to the next screen totally unaware I was meant to be dying. Rather than redraw the map how you did, wouldn't it be better to just keep the original. Try the version I sent you again Adz, and just drop down to the bottom. You'll see!

Love the huds btw!
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#81989

Right, I've now reuploaded it again, same link.

- There's definitely an issue with the loading screen as it really is not showing the full picture.

- After copying some of the code from start.gs on the Spellbound remake, The Dizzy Fansite jingle now plays.

- Added the new HUD, included the other 2 HUDs in .tga format in a folder called "menu_components".

- All the unused tiles have been deleted, sorry about before.

- You'll notice there's now a Crystal Kingdom icon file in the zip.

- The SFX have been replaced and in better quality, the ones I had before were just placeholders.

- The game now uses the Spellbound dialog box, It's only temporary.

- The burning torches in the pirate ship have been replaced with lanterns from the original game.

- I've got rid of the spikes underwater. Should now be easier to move along now.

- Made adjustments to the height of the water on the QUAY SIDE, It's now easier to jump out the water without having to use the pier's pole to climb up, I promise you that nothing crucial has been touched whilst making the adjustments.

[quote data-userid="277" data-postid="81988"]

now one of the Dizzy hanging tiles has the same number as another tile so it mightn’t work properly. This is all very confusing.

[/quote]

Hanging tiles? That folder should all now be back how you left it.

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#81990
I've updated the first post of this thread with the list of bugs, pointers and suggestions that both me and Pogie listed.

Talking of bugs:
- If any items other than the HEAVY WEIGHTS are dropped on the pressure pads, they cannot be picked up again.
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#81991
[quote data-userid="1205" data-postid="81985"]

Nice one, this was something I was going to ask at some point :smile:  . Also, do you know if there’s a way to draw the energy bar on a lower layer? So I can draw over it with heart shapes? Just for aesthetics really, nothing essential.

[/quote]

Andy, the Hud handler draws the tiles in the order you write them down, so if you want to draw something on top of something else, you just have to write in the bottom tile first, then the top one.

Also, you can use HudShader() to change the transparency, like on the editor where 0 = opaque, 1 = blend etc.
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#81992
[quote data-userid="3" data-postid="81990"]

Talking of bugs:
– If any items other than the HEAVY WEIGHTS are dropped on the pressure pads, they cannot be picked up again.

[/quote]

Yeah, and if ANY item is dropped on the pressure pad it starts the lift moving too! I have no idea how I managed to make the code do that!?! That'll definitely need fixing {yolkfolk}:scared:

I made the object drop and then change class once it actioned the lift trigger but I specified that only the two IDs for the weights in the code would make that happen. It's my simplistic approach to coding that's probably to blame - we need some experts on the case!
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#81994
Just in case it's useful, here's what Jamie put in the 'dizzyage help' about moving the position of the coins/lives/health bars:
yes it's in HandlerDrawHud() in handlers.gs

the normal code is thus:

Code:
// lifebar
lifeid = 2; // life tile
w = 55*PlayerGet(P_LIFE)/100;
h = 6;
HudDrawTile( lifeid, 152, 5, w, h, 0, 0, w, h, 0, 0 );

my modified code is this:

Code:
// lifebar
lifeid = 1608; // life tile
w = 199*w_life/200;
h = 8;
HudDrawTile( lifeid, 28, 29, w, h, 0, 0, w, h, 0, 0 );

note that I changed the tile it uses (second line), as the one i used is obviously longer. (If you wanted the amount of health to be larger, you'd have to change that elsewhere)

the width (line 3) is also worked out differently, due to the different game mechanics of BTD.

line 5 defines how and where the tile is drawn onscreen. basically it works like this: HudDrawTile( TILE, XPOS ON SCREEN, YPOS ON SCREEN, WIDTH ON SCREEN, HEIGHT ON SCREEN, XPOS IN TILE, YPOS IN TILE, WIDTH OF TILE, HEIGHT OF TILE, FLIP, FRAME );

have a play around with it and see what you can do. You can also play around with other elements of the HUD in similar ways.
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#81998
Another reupload, had another major cock-up with the tiles, they ALL should be there now. Two of which have not yet been implemented onto the game itself.
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#82033

If any items other than the HEAVY WEIGHTS are dropped on the pressure pads, they cannot be picked up again. The problem here is that I couldn't code the puzzle so that the weight being dropped on the pad could be repeatable, so I just had the item's status change from a pickupable object to a straightforward tile. I figured most players wouldn't want to pick up the weight again and it didn't seem strange for it to just sit there after it had been used.

func UseObject_1430( idx )

{
if(ObjGet(idx,O_ID)==1001 || 1002)
{
DropObject(idx);
ObjSet (idx,O_CLASS,0);

idx = ObjFind(450);
ObjSet (idx,O_STATUS,1);

idx = ObjFind(1420);
ObjSet (idx,O_DISABLE,1);
}
else
{
DropObject(idx);
}
}

 

The reason ANY object can be used to activate the lifts appears to be because I didn't declare which object's status should be changed and dropped. I can make it so that it works as it should with one of the weights, but after a little tinkering I still can't seem to write it to include EITHER weight.

This needs somebody clever to fix it or rewrite it please! :lol:

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#82039

Pogie, if your intention is not to allow the rock to be picked up again then the simplest method is to add one of those invisible dynamic objects that switches it's status to 1 when either rock is used. That way either rock will activate the lift and be disabled, but the other rock (and any other object) will just be dropped and can be picked up again.

func UseObject_1430(idx)
{
if (idx == ObjFind(1001) && ObjGet(ObjFind(xxxx), O_STATUS) == 0)
{
DropObject(idx);
ObjSet(idx, O_CLASS, 0);
ObjPresent(idx);
ObjSet(ObjFind(xxxx), O_STATUS, 1);
ObjSet(ObjFind(450), O_STATUS, 1);
ObjSet(ObjFind(1420), O_DISABLE, 1);
return;
}
if (idx == ObjFind(1002) && ObjGet(ObjFind(xxxx), O_STATUS) == 0)
{
DropObject(idx);
ObjSet(idx, O_CLASS, 0);
ObjPresent(idx);
ObjSet(ObjFind(xxxx), O_STATUS, 1);
ObjSet(ObjFind(450), O_STATUS, 1);
ObjSet(ObjFind(1420), O_DISABLE, 1);
return;
}
else
{
DropObject(idx);
}}

 

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