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Legend of Daisy: A Diz to the Past (DEMO) v1.0 [DOWNLOADABLE]

Started by AndyG on 17 June 2016 • 20,746 views

40 posts
#84430
Couple of thoughts - don't know if they'd work. Adding a moving tiny collider (mode 1) just above the top and middle of the circular platform that just makes Dizzy enter Idle when he touches it in the middle of the platform rather than continuing to roll.

Personally, if doing a journal with different coloured messages I'd cheat and send Dizzy to a new screen in the middle of a collider (mode 2) and in scripted mode so that the up key could switch 'journal' tiles between characters and left and right keys switch pages ..and use the down key to exit

I don't remember a rain tile in Magicland - do you mean the 'rain' above the crocodile in Fantasy World Dizzy. If so, I could have a look at that as I'm working on my own 'special' remake of Fantasy World ...as long as it was in the Amiga style.

Finally ....I know you're really chuffed with the opening 'full length movie' but is it really necessary to have to watch the whole thing every time you run out of life?????
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#84431

My two main problems I'll need to address: 1. After the sanctuary, the scrolling screens seem to all shift a few pixels up! I have no idea why. It's most noticeable in the graveyard, although you can't see the difference because you can't access it beforehand. 2. Parallax scrolling seems to only work twice for me and then no more. Again, no idea why. {dizzy}:huh:

Hey Andy, I might just open up your game at some point and have a look at these for you. (if that's alright?)

I've been on a little run making my game the last few weeks so I'm pretty much thinking in gs9 anyway {yolkfolk}:crazy:

You're on your own with the journal though. {yolkfolk}:eek:

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#84432
I forgot to mention a while ago, I've had a proper play on your game Andy and it looks fantastic.
Can't wait to see the final version. :smile:

It's also nice to see that some of the sprites sheet I made have been put to good use too, (likes the Fantastic Dizzy enemies, I coloured in their outlines for my game.) :smile:

I couple of suggestions too...
-- As Steve said, much as I like how you've done the intro for the title screen, I think it would be ideal that you could be able to skip that segment with a button press and cut straight to the chase.
It's fun to watch if you're a new player but after a while, some players would like to dive into where they left off straight away without having to wait for 15 seconds for the title screen to finish playing.

-- I like the idea of the Journal in the Pause Menu, but I think it might be better off towards the top half of the menu above the save option instead of near the bottom.

-- I don't really like that the Restart option has been removed from the Pause menu, If I wanted to back to the Title screen for some reason (like when I had to take certain screenshots for the site), it would seem daft to Exit the game then re-open it again just to get back to the Title screen.

Keep up the good work. :tup:
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#84434

Thanks all for your feedback / kind words :smile: . Noggin, if you could have little look-see that would be great - but don't worry too much. I'm sure I just made a little mistake somewhere - so much of this was trial and error, and I'd often be so overjoyed when stuff finally worked that I'd forget to go back and delete all the extraneous stuff. So before I go back to it, I'll need to clean it up and maybe it will dawn on me then.

Does anyone know if it's possible to check for a key being entered so I can skip the title screen? I see Dizzy and Seymour has this. This is of course what I'd want to do - it got right on my own nerves after a while. And I always intended to add a second menu for play intro / start - to be honest, I hadn't even considered tht anyone might die, at least not many times.

The journal is still a work in progress. I only replaced the restart option with it because I was toying around testing things out, and it's not something I ever use myself. Maybe I'll position it somewhere else. Interesting idea to just move to a different screen - I'd have complete control over layout then. But I think I'd like to persevere with the dialog system :smile: . The idle collidle is interesting, I'll give it a go and see how it works!

Another thing - I was thinking of increasing the frame rate so Dizzy can move faster. I'd of course have to alter the whole code to accommodate this (and the delays on animated tiles), but it may be worth it as the game moves rather slow. Has anyone else tried this?

P.S - Yeah, Fantasy World! Silly me. Good luck with that, it drove me mad.
P.P.S - I only noticed the sprite sheets quite recently! By then I'd lifted most of it myself from emulators and screen caps. Anyone is welcome to use what I've done if it's not elsewhere! (Although there are quite a few original designs I'd rather no one use until after it's complete - assuming anyone wants the Ghost of Hendrix as a character, for example... {yolkfolk}:crazy: )

... Well wow, that was one huge post :surprise:

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#84435

to be honest, I hadn't even considered tht anyone might die, at least not many times.

Oh right - trying to jump onto a moving platform above a load of spikes and not dying. Must only be me then {dizzy}:mad:

Key checks: the usual

if (GetKey(KEY_RIGHT))

etc is the usual method, but nothing says you can't use a status check in the HandlerGameUpdate as a means of doing one thing or another.

Colin used a journal system in A Pirates' Life (note the correct punctuation Frogman as not a specific pirate) and you could always check out my 'goblin ferry service' in Dizzy's Bad Dream.

I've used an item (scroll) to make Dizzy run faster when he's holding it (motorbike in Daisy's Odd Day) but again a status check could do the same. My problem is that Simon's scrollling code conflicts with the 'speed increase' I use as it's a custom move check that speeds up the x step to 8.

Agreed, I either 'borrow' tiles from another fan game or create my own from 'proper' games - Made all the tiles myself for Dizzy goes to Hollywood, by using screen shots from the original Seymour game and then playing with them in Corel Pro Photo paint shop.

I've checked out the movement on the rain in FWD and discovered it's only 4 pictures moving in a anti-clockwise circle, which gives the impression of driving rain. So, one tile created. Where should I mail it? I mean is your email address really 'whotoldmywife'? {yolkfolk}:puzzled:

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#84436
Nice one grandad. Yep that's my email. Set up when I was little :tup:
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#84437

My two main problems I'll need to address: 1. After the sanctuary, the scrolling screens seem to all shift a few pixels up! I have no idea why. It's most noticeable in the graveyard, although you can't see the difference because you can't access it beforehand. 2. Parallax scrolling seems to only work twice for me and then no more. Again, no idea why. {dizzy}:huh:

Hey Andy, I've had a little look your code. With the scrolling, the problem stems from the bit where you turn on the vertical scrolling when Dizzy falls down the shaft by Zaks' castle. The simplest way to fix it is to add this line to the AfterUpdate Handler:

if( GameGet(G_VIEWPORTMODE)==2 )
{
GameSet( G_VIEWPORTY, GameGet(G_ROOMY)*roomh - PlayerGet(P_Y) + roomh/2 );
}
[color="#FF0000"]else GameSet( G_VIEWPORTY,0);

With the parallax scrolling, I'm using a slightly different technique in my new game, which is less prone to bugs. This is how it works:

plx = PlayerGet(P_ X) ;
diffx = (plx - [color="#FF0000"]832)/4;
castx = diffx*3;

bgd = ObjFind(60);
xpos = ObjGet(cgd,O_ X) ;
ObjSet(bgd,O_X,[color="#FF0000"]608 + castx);
ObjPresent(bgd);

832 is the player's starting position, and 608 the position of the background tile on the map. You don't actually have to use the starting positions, the idea is just that when dizzy is at x = 832, the left side of the backdrop is at x = 608. The code then moves the backdrop relative to those positions.

The other thing I'd advise you to do, for simplicity's sake, is to have all the backdrops moving together. So don't try and turn their movement on and off using if(GameGet(G_ROOMY)... ) or whatever. Instead, disable or enable the objects when you move from area to area. So, when you enter the graveyard, enable the graveyard backdrop and disable all the others. That way, the scrolling code can just be a simple list like so:

plx = PlayerGet(P_ X) ;

diffx = (plx - 832)/4;
castx = diffx*3;
bgd = ObjFind(60);
xpos = ObjGet(cgd,O_ X) ;
ObjSet(bgd,O_X,608 + castx);
ObjPresent(bgd);

diffx = (plx - 1248)/4;
castx = diffx*3;
bgd = ObjFind(61);
xpos = ObjGet(cgd,O_ X) ;
ObjSet(bgd,O_X,1024 + castx);
ObjPresent(bgd);

etc. etc...

This will keep the code simple and it'll be easier to tell where you've made a mistake. Trust me, I found this out the hard way myself!

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#84438

Guess I'm the only one stuck on this!
Items I have are Empty chest, cordless fan, empty lamp, and red soup used plenty of times(nice idea, was running out of life). Any help on my next move? {dizzy}:dizsmile:

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#84439

[quote data-userid="694" data-postid="84438"]

Guess I’m the only one stuck on this!
Items I have are Empty chest, cordless fan, empty lamp, and red soup used plenty of times(nice idea, was running out of life). Any help on my next move? {dizzy}:dizsmile:

[/quote]

You need to think Treasure Island with the chest. once you've solved that you should be able to use the fan.

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#84440

[quote data-userid="380" data-postid="84439"]

You need to think Treasure Island with the chest. once you’ve solved that you should be able to use the fan.

[/quote]

Yeah was thinking Treasure Island with the chest but have tried it everywhere (well obviously not everywhere). Was sure it would be used down Skull Falls. Will keep trying other places :smile:

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#84441

If you want a further hint it's (inside the tree and to the right. You have to be brave though)

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#84442
Fantastic Noggin, thanks a lot! I don't know how you do that... It gives me a headache to look back on my own code, so to examine someone else's to find a problem.. Nice one :teethy: . And it's great because I was about to give up and just have static backgrounds.

Jmcf.. All the items in the tree are used in the tree. Maybe I'll have the tree tell the player that, I hate to think of people wasting their time going all over the map :umm:
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#84443

[quote data-userid="380" data-postid="84441"]

If you want a further hint it’s (inside the tree and to the right. You have to be brave though)

[/quote]

Thanks Sparkles :smile:

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#84444

[quote data-userid="1205" data-postid="84442"]

Jmcf.. All the items in the tree are used in the tree. Maybe I’ll have the tree tell the player that, I hate to think of people wasting their time going all over the map :umm:

[/quote]

Thanks Andy. Haha but wasting time going all over the map is what Dizzy is all about {yolkfolk}:tongue:

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#84565

I agree with JMCF81 in that specifying certain areas for specific items is not very satisfying for the player.

Right, I've now had another go at this demo and managed to get past the circular blocks and got as far as 29 stars and a spare bag of sugar ...and it took me ages to work out the red soup as I was down to one heart and kept on saving and loading at the slightest bit of damage until I tried to drop the red soup and became 100% fit ....Must admit to calling you one of those 'words' that everybody in Game of Thrones uses to insult people (inc little Aria). {yolkfolk}:jawdrop:

1) Absolutely love the graphics, I am soooooooo jealous of the red sky background.

2) love the little extras (the rat eating the stale bread).

3) Peed myself when you used the hammer and chisel to get the 'door knocker'.

4) don't change the speed of the circular blocks - Once I got the hang of it, it was easy.

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#84575

Thanks Grandad! Just seen this. To be honest I'm feeling a bit guilty for not playing other people's games these days - it's just that I'm horribly addicted to Pokemon Go for now (yes it's sad but I've lost over a stone and I'd like to lose more! Dizzy is my guilty pleasure for the 9 cold months of the year :teethy: ).

It's themed around Zelda, so the tree is one of the "dungeons" where you don't need any items to go in with and all the puzzles are self-contained. Finding the dungeons will mean exploring the whole map! Again, maybe I'll have the tree explain this or something. Ditto the red soup (I thought Denzil had explained this well enough - d'oh!) And I'm glad you came around to the circling platforms :teethy: but I think I'll need to put some food there or something - give people a chance to learn!

I'll have to get on the two new games before I continue my own, so maybe I'll shamelessly lift some more ideas too :tongue:

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#84576
Oh - did you manage to finish it? You just need to break the spider's web by dropping from the moving platform above. I think the only star that's difficult to find is in the tree - stand to the right of the mushroom and jump.
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#84577
broke the web, but missed the last star you mentioned - so you're one of those *******s that I have to keep telling, ' **** off, that's my ankle a******, not a bleedin' pokemon' :umm:
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#84588

Great demo Andy, loved playing & can't (but have to) wait for the full version so hoping that mortgage saving is going well. The brass knocker was ace {yolkfolk}:clap: {yolkfolk}:clap: {yolkfolk}:clap:  

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#84592

[quote data-userid="165" data-postid="84588"]

Great demo Andy, loved playing & can’t (but have to) wait for the full version so hoping that mortgage saving is going well. The brass knocker was ace {yolkfolk}:clap: {yolkfolk}:clap: {yolkfolk}:clap:  

[/quote]

Nice one :teethy: I'm actually itching to get back to it, but my body won't let me while the weather is no nice! Also, it's a terrible thing to admit to, but to draw the statue I merged the princess' face from POTY with a Google image search result for hentai Marge Simpson. {dizzy}:frown:   {yolkfolk}:scared: Glad that part of my life is over....

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