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The Necromancer Dizzy

Started by darkly on 28 August 2015 • 9,558 views

15 posts
#55503

Hey everyone,

I have finished a small demo for my upcoming dizzy game. I am very new to all of this so please excuse the simplistic puzzles.

The Plot:

Dizzy feels wants to learn where he and the rest of the Yolkfolk came from. In order to do this he decides to communicate with a ghost.

ScreenShots:

The download Link:

http://www.mediafire.com/download/c75il9jly557j30/The_Necromancer_Dizzy.rar

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#83402

Very nice start, good looking, well done. I could not find anywhere to use the dry leaf, but the ghost did say that that was 'the end?'
Only comment I would make is that during the conversation with the ghost, all the speech is white. I always think it is better and clearer to keep each person's speech as a separate colour if you are going to put the speech bubbles in the same basic place e.g. the ghost speaks in white and Dizzy in green.
Good luck with the rest of the game. {yolkfolk}:cheers: {yolkfolk}:clap:  

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#83403
Looking good so far, good luck with the rest of the game. :smile:
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#83404

[quote data-userid="90" data-postid="83402"]

Very nice start, good looking, well done. I could not find anywhere to use the dry leaf, but the ghost did say that that was ‘the end?’
Only comment I would make is that during the conversation with the ghost, all the speech is white. I always think it is better and clearer to keep each person’s speech as a separate colour if you are going to put the speech bubbles in the same basic place e.g. the ghost speaks in white and Dizzy in green.
Good luck with the rest of the game. cheers {yolkfolk}:clap:

[/quote]

Thanks for the feedback. I will try to do all this. I am still learning how to code, that is kind of why the game didn't end. I wanted to release this before I go back to the university. I tried giving color to the speech with the ghost but the program gave me an error message. {dizzy}:dizsmile:

yolkfolk-cheers.gif.pagespeed.ce.e-9duMWxkC.gifyolkfolk-cheers.gif.pagespeed.ce.e-9duMWxkC.gif
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#83406
The details are the Message file, ie Message0 for white text and red border, Message1 for magenta text and green border. You can add your own (I dumped Message2 with the 'if' command and just gave the same line of code as Message0 but with different colours). Plus you can add lots more (ie Message3, Message4 etc with your own colour combinations using the defined colours listed in the Def file rather than using the ff00ff notation to identify them.
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#83407
The demo looks great. The twinkling stars were a nice touch. I hope you find the time to expand it into a full game. :smile:
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#83408
[quote data-userid="279" data-postid="83406"]

The details are the Message file, ie Message0 for white text and red border, Message1 for magenta text and green border. You can add your own (I dumped Message2 with the ‘if’ command and just gave the same line of code as Message0 but with different colours). Plus you can add lots more (ie Message3, Message4 etc with your own colour combinations using the defined colours listed in the Def file rather than using the ff00ff notation to identify them.

[/quote]

I didn't realize that thanks for the explanation. I will try to fix that in the next release. I still have to learn teleportation and way points.

[quote data-userid="642" data-postid="83407"]

The demo looks great. The twinkling stars were a nice touch. I hope you find the time to expand it into a full game. :smile:

[/quote]

I am glad you enjoyed it. It was quite difficult to create those stars. I ripped them from the Spellbound Dizzy. I also added bats to the sky.I still have 8 days until my classes start. So I have a bit of a free time on my hands.

As for the plot of the game, I kind of expanded it. It will be kinda like the day of tentacle. There will be two different timelines and Dizzy will have to travel between them. Dizzy will have to use the passage of time to his advantage.

EDIT: Here a newer better demo,

https://www.mediafire.com/?4md4bb52ll5qw0c
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#83409
Today's coding lesson:

Moving Dizzy from one location to another instantly. (x & y are co-ordinates to move to, not forgetting to add 12 to both co-ordinates so he lands at the right place on the map (and x co-ordinate divisible by 4).

From an action function use the command PlayerSetPos(x,y); to move Dizzy to the new location.
Can use PlayerSet(P_X, x); or PlayerSet(P_Y,y); if just moving him in one direction.


If using a collide function best to add PlayerEnterIdle(); so that he doesn't continue in the same direction he started.
If only moving him sideway, then just use the PlayerSet(P_X, x) command so that the y position remains the same if he is jumping.
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#83411

Looking good Darkly. That's a nice looking castle, hopefully we will get in it later! Also like the way the leaf appears on the tree after you use it, nice little touch.
Conversations work better now, I think. But it think that Dizzy should say "I will see what I can find" to Grand Dizzy instead of 'could'.
One other thing to bear in mind (and this isn't an issue at present, with the game all on one level), but the Dizzy knocked out animation when he falls from height is the monochrome version so looks wrong. But obviously if the game is not going to involve high levels to fall from (and there's nothing wrong in that, see most of Grandad's games), then it won't matter.
Good luck with the game, and with your uni work - remember not to let the uni work get in the way of the far more important programming! {yolkfolk}:joy:

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#83414

[quote data-userid="279" data-postid="83409"]

Today’s coding lesson:

Moving Dizzy from one location to another instantly. (x & y are co-ordinates to move to, not forgetting to add 12 to both co-ordinates so he lands at the right place on the map (and x co-ordinate divisible by 4).

From an action function use the command PlayerSetPos(x,y); to move Dizzy to the new location.
Can use PlayerSet(P_X, x); or PlayerSet(P_Y,y); if just moving him in one direction.

If using a collide function best to add PlayerEnterIdle(); so that he doesn’t continue in the same direction he started.
If only moving him sideway, then just use the PlayerSet(P_X, x) command so that the y position remains the same if he is jumping.

[/quote]

Thanks for the help. I will try all this as soon as possible. Since I am creating a flat world, I will have to use this function as much as possible.

[quote data-userid="90" data-postid="83411"]

Looking good Darkly. That’s a nice looking castle, hopefully we will get in it later! Also like the way the leaf appears on the tree after you use it, nice little touch.
Conversations work better now, I think. But it think that Dizzy should say “I will see what I can find” to Grand Dizzy instead of ‘could’.
One other thing to bear in mind (and this isn’t an issue at present, with the game all on one level), but the Dizzy knocked out animation when he falls from height is the monochrome version so looks wrong. But obviously if the game is not going to involve high levels to fall from (and there’s nothing wrong in that, see most of Grandad’s games), then it won’t matter.
Good luck with the game, and with your uni work – remember not to let the uni work get in the way of the far more important programming! {yolkfolk}:joy:

[/quote]

As soon as I master the programming of teleportation and doors the castle interior will be explorable. :lol:
Unfortunately, the Magicland dizzy doesn't have a fall animation. I will eventually use the Spellbound Dizzy's sprites. Then everything will look fine.

Learning the programming and creating the game at the same time, is a bit tough. But motivation wise it is far better. I am hoping to make it episodic. I even created artsy medieval engravings with the Yolkfolk.

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#83415
The Dizzy sprites I created are similar to what you've done with the eyes, mouth and shading, but not the boots. Feel free to unpak my version of Spellbound (Almost Spellbound Dizzy) as all the Dizzy sprites you'll need are in there (The stun tile uses the big stars as in the original Spellbound, not the small stars) and then amend them to make your own sprites - saves taking a load of screenshots and starting from scratch.
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#83418

Your teleportation codes are just what I needed for my game thanks! I tried them today and they worked! I can work on the castle tomorrow. I will also update the sprites as soon as I can. :smile:

Only real challenging part is the puzzles and story now, and I also decide which castle background design to use. The Yolkfolk or the Magicland? {yolkfolk}:joy:

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#83419
Creation of the castle had been fun.



I need to create three more rooms. But I want to make them feel distinct. So I won't be using the exact same props for those.

In this castle we will be exploring the origins of Dizzy and the rest of the yolkfolk. Stay tuned.
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#83452
The graphics look great, will you also make a new "header" (or whatever the upper part of the screen is called) for the full game? The default one doesn't suit the game's graphics too well...
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#83457

[quote data-userid="320" data-postid="83452"]

The graphics look great, will you also make a new “header” (or whatever the upper part of the screen is called) for the full game? The default one doesn’t suit the game’s graphics too well…

[/quote]

Thanks for the feedback. :toothy: I will try to change that header when I have more time.

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