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Community discussion

Crystal Kingdom Dizzy Remake - DizzyAGE Community Project

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

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#82285
I will try to make HUD. Though in games such wasn't, but let will be.

The initial picture such remains?
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#82293
In those games I don't like graphics. And crystals are simply awful there. So let there will be these crystals for all games. The graphics will be only for ZX-Spectrum? Or such as now? These crystals best of all approach it.
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#82391
The C64 display is set at 320x200 while the Amstrad/Spectrum display is 256x192, so on the Amstrad/Spectrum everything's a lot more even whilst on the C64 it's stretched out. That's why the other official C64 Dizzy adventure games have a large border around them to maintain the 256x192 aspect ratio of the play area.

With Crystal Kingdom Dizzy, Codemasters hired a new team from Visual Impact to design all 3 of the 8 bit versions. They didn't use a border so the aspect ratio of everything on the official C64 version looks oversized and stretched except for the actual characters. Even the official Amstrad version looks different, using the same graphics as the C64 version and the same logo/counter area as the Spectrum version and a squished up version of Dizzy.

You can visually tell it's a different team who designed the official versions of Crystal Kingdom Dizzy as they've used completely different textures from all of the other official Dizzy adventure games. Some of the scenarios are more like the ones you'd come across in a Seymour game rather than a Dizzy game. The storyline is also different as it's no longer Dizzy on an adventure to save the Yolkfolk from Zaks, but an unknown mystery enemy threatening the entire world who reveals himself at the end of the game. In my opinion it's one of the most un-Dizzy game of all the Dizzy adventure games.
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#82392
The C64 is set at 320x200 while the Amstrad/Spectrum display is 256x192, so on the Amstrad/Spectrum everything's a lot more even whilst on the C64 it's stretched out. That's why the other C64 games have a fat border around them to maintain the 256x192 aspect ratio. On the C64 though they didn't use one, so everything in the background looks oversized except for the characters. I don't know what happened with the Amstrad version either, it looks awful. My guess is an entirely different graphics/programming team made that one (I don't own the Amstrad version so I can't check to see who wrote it.) Not to mention that The Oliver Twins didn't write this one.
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#82393
btw I did some testing of the remake and I can say it looks really awesome! Glad you chose the original Spectrum graphics over the official Crystal Kingdom Dizzy ones and glossed it with some lovely colours. However I noticed a snag in the castle entrance with the waterfall. If you die under the green drips then when you come back to life you're still under the drips, so the HP bar immediately goes back down again after only filling less than 1/4 the way up before being hit by the drips. You don't have any time at all to move away so it's just death after death until game over.
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#82394
geekgirl101, In total DizzyAGE Remakes have a border. Let and in Dizzy-7 too it will be though in original games it isn't present.
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#82395
Think there was a bit of a misunderstanding as I was talking about the official game. {yolkfolk}:tongue: I've edited the post to highlight this a bit more clearly.

Interesting though that you pointed it out as I didn't notice right away that the remake also had no border.
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#82396
256х192 - it without border. 320х192 - with border.

512х384 - it is the standard DizzyAGE screen without border. 640х480 - the standard DizzyAGE screen with border.

This screen with border is drawn in the editor with the resolution of 320х192. In the same way Spellbound Dizzy did.

C-64



Style ZX-Spectrum



Style Amstrad CPC



So in Dizzy-7 everything is correctly made. Only here the border will be one. The others don't approach graphics in game, in difference from Dizzy-5.

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#82397
I wasn't saying anything was incorrectly made. I think you're totally misunderstanding what I've said above, so I'll refrain from revisiting this topic because it's only going to keep on spiralling out of topic otherwise. :wall:
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#83228
Hi guys, not an exciting update I'm afraid but since this year's Easter Competition is now ending, I'm calling for some fresh help in fixing certain bugs and having the special menu options added to the game.

It would be great if it could be possible to get this remake fully finished before this year ends.
Anybody who's willing to help, please feel free to make any alterations to the game via the download link and let us know if you've made any changes or fixes.

The latest reupload has the following minor changes.
- Replaced the Dizzy Fansite jingle and Jump sound in better sound quality.
- Made the Wishing Well an inch taller as the snake on that screen can hurt you when you're standing on the well.
- Moved the leak in the lower deck of the Pirate Ship.

Same link (v0.8) - https://www.yolkfolk.com/media/games/yolkfolk/CKDR.zip

Regarding the bug list - The details of the bugs and proposals I've listed should now be clearer than before as I've rewritten most of them.
You can see the updated list on the first post of this thread aswell as here:
From Adz.M
-- 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.

-- The Acid Raindrops that appear in the following rooms drop too fast, making it impossible to walk past without losing health:
UNDERGROUND (20,5)
UNDERGROUND (24,5)
UNDERGROUND (23,6)
AZTEC ZONE (29,3)
AZTEC ZONE (30,3)

-- (Already mentioned) The PARACHUTE doesn't act the same way as the original game.
When carrying the PARACHUTE, it only takes effect when jumping to reach the Sword on THE BIG JUMP screen.

-- The "GameOver" tune needs to play on the following events:
- When all three lives are lost.
- When the "Game Completed" dialog box appears

-- The "LevComplete" tune needs to play on the following events:
- When Grand Dizzy says "Good Luck" before giving you the Scythe.
- When Dizzy is standing on the Crows Nest and spots Crystal Island with the telescope.
- When Dizzy puntures the dinghy with the Pin.
- When you're told that ALL THREE treasures are placed correctly at The Alter.

-- The "Title" tune needs to play when Dizzy appears on the "CONGRATULATIONS" screen.

-- The following Game Settings need to be added:
- BORDER SELECT - The option to display either the Spectrum, Amstrad or Commodore border.
- DIZZY COLOUR - The option to give Dizzy Red or White gloves and boots.
- MUSIC SELECT - The option to make the game play music from either the Spectrum or the Commodore version.

-- 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.

-- The dialog borders need replacing with ones from the original game. From Pogie:
-- I have held off inserting the music Adz mentioned as the framework for selecting which version's music hasn't yet been inserted and that will obviously have an effect on what is meant to be played.

-- Ditto for the white or coloured Dizzy in the Dinghy, whip puzzle and closing sequence.

-- Grandad has also coded the Parachute puzzle to be a little more accurate with the original game but it still needs some work.

-- Im still attempting to isolate the code for the inventory with item pictures, the selectable music and coloured Dizzy. Again, any help would be appreciated

-- 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! Many thanks. :smile:
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#83237
I planned to make a contribution by improving the cherries: 1. To simplify the coding so there doesn't need to be a "func CollideObject" for each and every one; 2. By making the "+1 cherry" message appear above the player. But... I'm too stupid. I know Mystic Forest Dizzy has floating text appear above the player but for some reason I can't get it to work myself. I'm sure I'll figure it out eventually. Do you think this would help?
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#83239
I should be able to look at this later in the week. If anyone else is working on it, can you let me know, so we aren't duplicating our work.
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#83293
I've made some progress with this. Just got a quick question for AdzM - is the parachute meant to work everywhere, or just when jumping to reach the sword? Your notes are a little ambiguous there.
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#83294
^In the original game it works everywhere.
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#83295
[quote data-userid="642" data-postid="83293"]

I’ve made some progress with this. Just got a quick question for AdzM – is the parachute meant to work everywhere, or just when jumping to reach the sword? Your notes are a little ambiguous there.

[/quote]

Ah, sorry about that.

As SnTrooper said, the parachute in the inventory allows Dizzy to glide anywhere instead of fall.
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#83297
OK, so the parachute's coded now. I was wondering, should I fix that bug where Dizzy dies right away if he respawns on top of a hurt object, because his lifebar hasn't charged up yet? That can't be right surely?

Also, is Dizzy meant to have such a small amount of life? P_LIFE is set to 62, instead of 100, and you can die pretty quickly. Is it meant to be like that?
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#83298
Ah, I forgot about that.
Pogie coded the enemies and possibly altered the life bar too. I did think the energy bar was draining rapidly than the other games, and I don't think it should be doing that.

If you find a way of stopping Dizzy from respawning onto enemies, that would be great :smile: It's happened to me a few times aswell.
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