Thanks Grandad, the weight code worked a treat! I had to remove the four ObjPresent(idx); 's as they seemed to be causing the lifts to sometimes move when they shouldn't. But it works exactly as I intended it to now. Big festive thanks {yolkfolk}:clap:
Of course if somebody else wants to go in and make it so that the weights remain as objects and stop the lifts from moving when they are picked up again - then have at it!
I've now also changed the icon to the Crystal Kingdom one, completely fixed the Torch puzzle using Grandad's "OpenRoom" suggestion (and as a result solved the cherry collider problem), added the piece of missing lift wire and...
Thanks Grandad, worked a treat as usual! I had to remove the four ObjPresent(idx); 's as they seemed to be causing the lifts to move when they shouldn't. But it works exactly as I intended it to now. Big festive thanks {yolkfolk}:clap:
Piece of ...., instead of changing the class to 0 change it to action (1) and do an ActionObject function that sets it back to item and the lift back to status 0 (not sure what the 'disable 1420' refers to) - mind you, an objpresent command would be needed to refresh the 'rock' or it won't change back to an item till you leave and reenter the room.
I'll have a look at the original speccy game on youtube to see what happens ...and what you were trying to do with a cling (if it's not just climbing in the 'crystal cave' )
Like you, I woke up really early today and couldn't get back to sleep!!!
The cling thing is for the Whip puzzle on level one. The player actions the whip object at the side of the gap and it appears hanging from a tree and Dizzy can then jump and hold onto it and then jump off again to the other side. It just needs the player tile to be changed and a couple of left, right, jump key command thingamys to be coded but it's too much for my abilities!
- Game now has Crystal Kingdom icon - Replaced the .map file to deal with overlapping objects. - Yolkfolk Splash Screen fixed - Bug with the village pressure pads/weights fixed - Fixed the Torch puzzle in the underground section with Grandad's suggestions
I don't know but I reakon it maybe possible to copy some of the new option settings (HUDs, Music, Dizzy's Colour etc.) from the final version of the Spellbound remake into this one, since I've noticed that you can unpack it.
And I think you can unpack Jamie's Mystic Forest since that uses the exact Inventory system that Crystal Kingdom has.
Still, nice work, folks! And Merry Xmas. {yolkfolk}:joy:
Updated the bugs list on the first post of this thread.
Sorry, found another issue with the TORCH puzzle. :sad:
The TORCH does keep the screen alight when you drop it, with the other screens pitch black like the original.
However, when you return to the screen with the TORCH, the screen still stays black, even when you pick up the TORCH. But the TORCH starts working again (when carried) until you move to another room.
Crikey, so it does. Hmm, I think it'd be fairly simple to fix that. At the moment the game is only lighting the room if the player is holding the torch in the inventory UNTIL they exit and re-enter again. There is nothing checking the actual location of the torch but that shouldn't be too complicated (?!)
Incidentally, the custom death message when Dizzy drowns doesn't work. It used to, until after I inserted the TG lifebar hack code. The exact same thing happened when I made a game in 2010 and I managed to solve that but I'll be jiggered if I can remember HOW! A little help?
I've contacted Alex regarding the inventory items pictures code and unfortunately he cannot help due to being busy. I think it would be wise to try to figure out the code using Peter's Spellbound remake and not Jamie's Mystic game as I remember he has a tendency to spread his coding throughout a few different files!
The whip puzzle has been coded properly and is more or less identical to the original game now - so that's another one to tick off the list! I've also made the coin disappear from the inventory once it's rejected by the well (even though that doesn't make a lick of sense {yolkfolk}:bigwink: ) I'm working on the torch puzzle bug Adz found. Also I'm trying to isolate the inventory code, the music, player and border selection from Spellbound in the hopes I can just copy and paste it into this one! Christmas is the time of miracles so keep everything crossed guys, we might get lucky!
But we ABSOLUTELY need somebody to code the parachute puzzle. I've tried and tried and I haven't had any luck. It should be straightforward for more experienced programmers.
Interestingly, the walkthrough I was using for this differs from the version Adz had in mind when he made the map. The items that needed renaming and a couple of other things that needed adjusting were accurate to the Spectrum version but not other versions. The new game map resembles a Spectrum game the most but the gameplay is a real mixture of at least two versions (personally, I'd rather play our version than any of the others :yes: ) Just thought it was interesting to note!
Not sure what really happens regarding the parachute, as in the speccy version I watched on youtube it didn't really seem to do anything different and Dizzy just dropped, unless in the original game there was health loss from a long drop. Give me some details and I'll have a go.
Well, when Dizzy jumps off the cliff the cloud with the sword on is always just out of reach and he falls to the ground. But when he has the parachute in his inventory he kind of "slides" through the air a little bit. I was attempting to make a custom movement where when Dizzy had the parachute every left or right key press doubled the amount of pixels he moved across but I not only couldn't accomplish that but I'm not even sure it would've produced the right effect!
At 33 mins 33 seconds in this video you can see the slideyglidey effect as Dizzy jumps from the cliff to reach the cloud.
Right, a lot of buggering about and I think I have something that should work. It's a kind of set scene where Dizzy glides right and down to reach the cloud. You'll have to include a new tile with Dizzy facing right so that Dizzy switches to this tile (folder ID, not map ID). Also you have to have an invisible dynamic object set to status 0 so that the 'glide' only takes place in the room update when it is at status 1. To make the glide smooth, you can set the delay of this object to whatever and also amend the px and py movement to whatever (I don't know what the distance is, but the 'check' is when Dizzy's x axis reaches a certain point so that he then switches back to an idle tile when he reaches the cloud. NB the x axis number doesn't need to be divisible by four as the check is equals or greater than. You'll also have to include a collider object so that when he hits it he switches to the glide. Sorry if this is a load of rambling but you should get idea from the coding below:
Well, you managed to accomplish more with a day of beggering around than I managed in six months Grandad! It's fine and does the job of getting Dizzy across to the cloud but it's not accurate enough to the original game to stay as it is I don't think.
I just had a thought, and this might produce something a bit closer to the original - how about a very large collider covering the whole shaft area which acts in a similar fashion to the whip collider? If the player pushes the left or right key they move in that direction but instead of entering a jump they enter the glide movement instead? Or am I being daft?!
Nothing's ever daft if it works Pogie. My problem is that I've only seen the 'correct' function in the video, I've no idea of what other actions are available. For example, walking off the top of the cliff - is the movement function in this game as in the video, ie being able to move left and right when dropping?
The problems with a huge collider where only key movements are acceptable is a conflict with the bird collider and would ignore the cloud unless the r/h edge of the collider finished just over the l/h edge of the cloud and he drops onto the cloud, or setting specific x and y co-ordinates to take the cloud into consideration.
Can you give me more details of what exactly is required.
Okay, in the Spectrum version: when Dizzy has the parachute in his inventory and is in the air, whether that be from jumping off the cliff or off any object where he falls through the air, his arms and legs don't move and he glides (just as he does in your code, only not quite as far) until he reaches the ground. So yes, as far as I'm aware, what happens in the video is the extent of what is supposed to happen. The distance he covers is greater because he isn't being pulled down by gravity as strongly (at least that's how it looks to me.) The video walkthrough above shows the effect very well, watch how Dizzy moves down to the ground after the sword is collected from the cloud. Your code produces the right effect except that Dizzy needs to be "controllable" somehow. I think what is happening on a coding level in the original is that instead of calling for Dizzy to enter the fall state the engine puts him into a glide state instead.
Checking the video again, Dizzy can also change direction when he is falling without the parachute (and jumping). So it makes sense that with the parachute he doesn't drop as quickly thus giving the 'glide' effect.
I'll assume that you're using the 'normal' DizzyAge fall coding that doesn't allow for side movement in this game, rather than changing the coding to emulate the original game when jumping or falling. If that's the case then really you have carte blanche to make the parachute work however you want it to.
One possibility is amending the fall coding in the movement file to make the drop slower when the parachute is in the inventory, so that it happens from wherever he drops, but that is way beyond my capabilities.
You have to be careful using getkey commands for movement as they will ignore blocks, so you'd have to add checks to stop him moving in that direction when he reached either wall on way down (if you want to check that out look at my coding in Rainbow Jewels for when he is clinging on a ledge and moving right or left in the pyramids section). Mind you, you could do that with a big collider that starts below the cloud, with left and right key movements but adding an else command that makes Dizzy drop at a slower rate if the left or right keys aren't being pressed. I suppose you could also add another collider between the top of the cliff and the cloud for when he just walks off the cliff.
One possibility is amending the fall coding in the movement file to make the drop slower when the parachute is in the inventory, so that it happens from wherever he drops, but that is way beyond my capabilities.In the original the parachute works whenever it is held (not just in the shaft) so if if someone could figure out how to to that it would be the most accurate.
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