View Full Version : Lost Temple Dizzy - Playtesters Wanted
It should be functionally complete, now.
I think I may have made something of a beast.
What's in store:
6.5 MB download
130 rooms
5 music tracks
Hours of gameplay. (It took me 2 hours to grind through it from start to finish, and I knew how to solve all the puzzles!)
http://chthonic.150m.com/dizzy/shot2.png
The ice walking isn't quite working how I want it yet, but it does not interfere with gameplay as it is, so I'm hoping to get some feedback.
If you want to get hold of the playtest version, it's here:
http://chthonic.150m.com/dizzy/Lost_Temple_Dizzy_0.10.zip.
(Slightly newer version with some fixes in)
Let me know via pm or what have you if you intend to playtest it, and good luck!
DizzyFanUK
29-12-09, 07:53 PM
Wow - Theres been some big improvements since last time I played this :)
I love the cool fonts and the original music, its even got vocals
I also like the message scrolls - very informative
Cant see any obvious bugs so far.
Couple of q's:
- should what appears to be a film symbol appear in the top left corner when dizzy sails?
- For continuity - when sailing across the sea it appears to go from a day room to a sunset room then back to day - just feels a bit odd
All in all - this is turning out to be another great original game - Eggcellent!!
:v2_dizzy_clapping:
- should what appears to be a film symbol appear in the top left corner when dizzy sails?
I put it in for cut scenes, to show that control is taken away from the player, based on feedback from the demo.
- For continuity - when sailing across the sea it appears to go from a day room to a sunset room then back to day - just feels a bit odd
Pure laziness on my part. I'll put in a darker background eventually.
All in all - this is turning out to be another great original game - Eggcellent!!
:v2_dizzy_clapping:
Hope it continues to impress ;)
Lord Dizzy of Yolkfolk
29-12-09, 08:37 PM
I second what DizzyFanUK says with the fonts, I like the music, pretty groovy. I liked the sunset screen too when travelling across, unexpected.
Does the playable demo stop when you sail across the other side as I cant seem to jump up the bank ?
DizzyFanUK
29-12-09, 09:10 PM
wow I didnt realise how big this game is!!!
And every room seems to have a puzzle or something to figure out - its really challengin but the most fun Ive had in a Dizzy game for ages!!!
Theres so much to explore and the booby traps are so well thought out.
this feels like a good old fashioned platform adventure game a cross between Treasure Island and Prince of Persia!!!
A couple of other suggestions:
- Is there a bug in broken wagon - when video mode starts, dizzy just keeps moving in direction he is facing until i guess that wagon stops - it would be good to know whats happening as it feels like a bug - is the video supposed to track the wagon instead?
- Sliding on ice seems to work nicely - note that you cant jump on the ice and cant seem to pick up th pearl in 'frozen gallery'
- Rocks in 'Light Shrine' seem to resemble a swastika?!?
- Is there a right/wrong order to use the scarab keys or is it ok just to open the first door i find?
- Are the pearls and other pickups just like coins or do different types have different uses?
- Is there some way to go in the big yellow pipe thing to get the blue key?
Not yet found a use for the crystal blooms but solved the air and mirror puzzles - great stuff!!!
Very well done - and youve got a blue background - it feels so much lighter:)
:v2_dizzy_clapping:
wow! I haven't really had a chance to play it, and unfortunately won't have too much chance to play it in the near future (it's rare that I have time to actually play any fan games much these days), however I've had a quick look at the map (sorry!) and it is rather big! It also looks pretty nice too.
a couple of things:
- 'recently' is missing the R when grand dizzy talks.
- I'm still not a big fan of the 'washed' look of the scenerey (trees, ground etc), but I accept that i'm probably in a minority there.
- I really really think you should make the yolk boat bob up and down, as it would add a bit of 'life' to it. There is specific code for that in each of my games from WWD onwards, try in the 'customutils.gs' file in IID. :)
- I *really* like a lot of the custom-drawn tiles (the anchor, ships wheel, etc). I may even use one or two for my next classic game :p
- sad to say, but I'm not a fan of the custom font. I know others have said they like it, but I don't know. It could be just because it's different, or because you also mix it with the original font, or even because letters like the 'p' look uppercase when everything else is lowercase. Whatever, i'm not a fan of it, sorry.
- oh and i really like the intro screen too, very well done! :)
Anyway, best of luck with it, It looks very original! :v2_dizzy_clapping:
Does the playable demo stop when you sail across the other side as I cant seem to jump up the bank ?
There's a way across- you might want to take a closer look at the tree.
- Is there a bug in broken wagon - when video mode starts, dizzy just keeps moving in direction he is facing until i guess that wagon stops
- it would be good to know whats happening as it feels like a bug - is the video supposed to track the wagon instead?
It's not meant to follow the wagon, but Dizzy is meant to stop and say something afterwards. I somehow managed to get Dizzy onto an odd x-position while checking that segment (which should be impossible) and put some extra code into the working version to try to stop that if it happens. Can you carry on playing from that point?
- Sliding on ice seems to work nicely - note that you cant jump on the ice and cant seem to pick up th pearl in 'frozen gallery'
As intended.:D
- Rocks in 'Light Shrine' seem to resemble a swastika?!?
It was meant to be more 'bendy' than that. I might move blocks around before release then.
- Is there a right/wrong order to use the scarab keys or is it ok just to open the first door i find?
All the scarab keys are interchangeable. You can tackle the shrines in whatever order you want.
- Are the pearls and other pickups just like coins or do different types have different uses?
Just different sorts of coins.
- Is there some way to go in the big yellow pipe thing to get the blue key?
Yes.
Not yet found a use for the crystal blooms but solved the air and mirror puzzles - great stuff!!!
You won't have to worry about the crystal blooms until quite near the end.
however I've had a quick look at the map (sorry!) and it is rather big!
I realised about 2/3rds of the way through that it was a beast. Didn't Spellbound only have 100 or so screens? I intend the next project to be much smaller, but I want to polish this one first.
- 'recently' is missing the R when grand dizzy talks.
Fixed in dev. Thanks.
- I'm still not a big fan of the 'washed' look of the scenerey (trees, ground etc), but I accept that i'm probably in a minority there.
I just wanted it to look a little different. I'm not much of an artist. Some of the other colour games in development look really lush. I might go back and up the contast between dark and light on some of the tiles and see if it looks any better.
- I really really think you should make the yolk boat bob up and down, as it would add a bit of 'life' to it. There is specific code for that in each of my games from WWD onwards, try in the 'customutils.gs' file in IID. :)
That sounds like an excellent idea, but I'm in horror as to how I'll then have to adjust the sailing across the bay code. I'll look into it.
- I *really* like a lot of the custom-drawn tiles (the anchor, ships wheel, etc). I may even use one or two for my next classic game :p
Fell free :v2_dizzy_tongue2:. I tried to give them the same sort of shading as the original graphics, so a little editing should make then white and transparent again.
- sad to say, but I'm not a fan of the custom font. I know others have said they like it, but I don't know. It could be just because it's different, or because you also mix it with the original font, or even because letters like the 'p' look uppercase when everything else is lowercase. Whatever, i'm not a fan of it, sorry.
It is a little wonky that way. It's kind of an occupational hazard of only having an 8x8 square to work in. I remember lots of Spectrum games had the same capital/small letter problems, which is probably why Dizzy and plenty of other games of the era used ALL CAPS. I just got a bit fed up with my own game shouting at me...:D
- oh and i really like the intro screen too, very well done! :)
Twenty minutes with a second-hand Wacom!
Anyway, best of luck with it, It looks very original! :v2_dizzy_clapping:
Thanks!
dr.Titus
30-12-09, 08:53 AM
It's correct 4-frames color water for your game:
http://rapidshare.com/files/327867416/148_water_4.tga.html (148_water_4.tga)
Instead 148_water_3.tga
That sounds like an excellent idea, but I'm in horror as to how I'll then have to adjust the sailing across the bay code.
you shouldn't have to. It's completely self-contained code. All you have to so is define O_TIMER in gamedef.gs, and place the line of code that calls the function into the room update. It shouldn't interfere with any other code.
DizzyFanUK
30-12-09, 09:58 AM
are these bugs?
- should the gap to key and switch in 'fire sanctum' be too narrow for dizzy to fall into?
- fatal error when actioning the inventory near the door in 'flashbacks of fire' -i took a screenshot of the error msg - pm me your email addy if you need it sent over
dr.Titus
30-12-09, 10:04 AM
Bug in func ActionObject_1013():
doraidx=ObjFind(1008);
ObjSet(doraidx,O_STATUS,ObjGet(doraidx,O_STATUS)+2 );
If this code is run more than once, the status of Dora is out of order
Hi Queex, this game looks really brilliant :) and the font is a nice touch too.
I'm not gonna upload it to Yolkfolk just yet as you've just mentioned that this is of course a playtest version.
On my first go after Denzil dissapeared, Dora wouldn't talk for some reason, but she did when I restarted the game, not sure what that was about :v2_dizzy_confused2:
I've reached the island, found lots of items lying around and 13 coins.
I think it really would help if all the items had dark outlines, it is really difficult to see some of them, especially the crowbar when dropped on light backgrounds like the sky.
I'll have another shot later :)
dr.Titus
30-12-09, 10:23 AM
On my first go after Denzil dissapeared, Dora wouldn't talk for some reason, but she did when I restarted the game, not sure what that was about :v2_dizzy_confused2:
It's this bug --> http://www.yolkfolk.com/bb/showpost.php?p=13487&postcount=11
It's this bug --> http://www.yolkfolk.com/bb/showpost.php?p=13487&postcount=11
I don't know if this is the same bug or It's something completly different but I also found that Dora wouldn't give me the bed sheets unless I have 6 coins :v2_dizzy_confused2:
Lord Dizzy of Yolkfolk
30-12-09, 06:48 PM
Hey this is really cool once you get in the Temple, love the moving blades (managed to disable them) and using the scarabs, only used one yet though, got 29 collections. As this isnt an official release and help thread I won't say much more as am wondering what I have to do next but like it :v2_dizzy_happy:
dr.Titus
31-12-09, 10:15 AM
Another bug:
http://s42.radikal.ru/i097/0912/75/818491919ce0.png
xelanoimis
31-12-09, 06:07 PM
Looking colorful :)
Let me know when you think it's ready to upload on DizzyAGE website.
Alex
A really nice looking game. found the outside, looked a little washed out though!
not sure if this is a bug or not. when you jump off the white portholes on the sunken ship, it will launch you through the deck
quiggie
02-01-10, 05:56 PM
lovely game like a fresh summer day - been playing and haven't come across any bugs at all :v2_dizzy_clapping:
are these bugs?
- should the gap to key and switch in 'fire sanctum' be too narrow for dizzy to fall into?
I can get down there- you just have to wiggle a bit. If you still can't can you send a screenshot so I can check what's gone wrong?
- fatal error when actioning the inventory near the door in 'flashbacks of fire' -i took a screenshot of the error msg - pm me your email addy if you need it sent over
Fixed in dev, thanks.
Bug in func ActionObject_1013():
If this code is run more than once, the status of Dora is out of order
Fixed in dev, thanks.
I don't know if this is the same bug or It's something completly different but I also found that Dora wouldn't give me the bed sheets unless I have 6 coins :v2_dizzy_confused2:
You need to check out the boat before that's unlocked, I think it was probably that rather than coins.
Hey this is really cool once you get in the Temple, love the moving blades (managed to disable them)
I'm glad someone found that, then. I was a little worried it would be too difficult to spot, and make the game too difficult.
Another bug:
-Jammed in rocks sillyness-
Fixed in dev, thanks.
not sure if this is a bug or not. when you jump off the white portholes on the sunken ship, it will launch you through the deck
As designed, but possibly confusing. I may go back and change it.
I think it really would help if all the items had dark outlines, it is really difficult to see some of them, especially the crowbar when dropped on light backgrounds like the sky.
I'll refine the graphics a little.
I spotted another bug with the boat that I fixed.
Once I've been over the graphics a little, I'll upload an updated version.
ETA- newer version linked to from the first post. The above fixes should be in.
frogandhat
03-01-10, 03:45 PM
Well, I have been playing this all day (version 0.9), and cant say i have seen any bugs, this is a CRACKIN' piece of work, one of the best fangames i have played. puzzles are varied and logical, and luckily plenty of food around to keep me healthy(ish!)
nice variations on the different areas, then having a 're-cap' afterwards.
i havent quite finished it yet, i just need the last scarab which i think is the one at the start where the rocks fall on me.:cry:
Well done, have had a great time exploring and solving :v2_dizzy_clapping:
addicteddizzy
06-01-10, 05:51 PM
This is a great game Queex, really original and I love the way the different sections lead out from the centre. Just one criticism from a playing point of view (I could never provide any technical advice!) some of the sections - the bit where the emergency escape switch is in the air shrine and the bottom of the shaft (where the spikes are) in the light shrine (sorry can't remember if that's the right name) are bloomin awkward to jump around on - to get up the shaft or onto the platform where the switch is - I was rolling around like a mad egg and it started to drive me a bit bonkers. Minor thought, great game, had loads of fun so far, just the water section to complete to get through the next door and whatever lies beyond! Can't wait for the official release and the help thread, think I will need it :v2_dizzy_tongue2:
addicteddizzy
06-01-10, 06:54 PM
Also, have just noticed a potential bug? There are a couple of items I have found whose properties (and description) can be changed, for example the "empty bucket" however when I fill the bucket it's description alters in my existing game but also in any other saved games as well however the property of the item does not (as I wouldn't expect).
So for example if I have not filled the bucket yet and save the game in slot 1 but then fill the bucket and save the game in slot 2 if I reload saved game 1 the bucket will show as full but will not do the action it is meant to do when actually full. Does this make sense? Hope so, it has just confused me somewhat with the other item I have found that I can alter because I don't know how I did it and I can't "go back" to a previous save and find out!!!!
Also, have just noticed a potential bug? There are a couple of items I have found whose properties (and description) can be changed, for example the "empty bucket" however when I fill the bucket it's description alters in my existing game but also in any other saved games as well however the property of the item does not (as I wouldn't expect).
So for example if I have not filled the bucket yet and save the game in slot 1 but then fill the bucket and save the game in slot 2 if I reload saved game 1 the bucket will show as full but will not do the action it is meant to do when actually full. Does this make sense? Hope so, it has just confused me somewhat with the other item I have found that I can alter because I don't know how I did it and I can't "go back" to a previous save and find out!!!!
Ah, that's interesting. I'd assumed that item names were saved as part of the game state, but it appears not.
I tried to write it so the logic will survive, it's just the display name that's erroneous. In the latter case, the name won't get changed because the trigger condition thinks it's already been changed.
I'll have to rethink those parts - I think I can crack it easily enough with an explicit check on loading a game, and making sure the item names are reset when a new game is started.
As for a workaround, if the status flag is set on the item you should be able to use where you have to, it just becomes rather more difficult to spot it amongst others.
Yes your need to add code to the func LoadUserData( file ) in your game.gs
it will then check the status of specific items. i.e full/empty if you rename them ingame
here is the code out of VID that does this.
P.S. I use a separate file that holds the text in my games
func LoadUserData( file )
{
idx = ObjFind(4001);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4001), TXT_51 );
}
idx = ObjFind(4001);
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4001), TXT_ITEMA );
}
idx = ObjFind(4006);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4006), TXT_56 );
}
idx = ObjFind(4006);
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4006), TXT_ITEMB );
}
idx = ObjFind(4023);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4023), TXT_72 );
idx = ObjFind(4023);
}
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4023), TXT_ITEMC );
}
idx = ObjFind(4029);
if(ObjGet(idx,O_STATUS)==0)
{
ObjSetName( ObjFind(4029), TXT_78 );
}
idx = ObjFind(4029);
if(ObjGet(idx,O_STATUS)==1)
{
ObjSetName( ObjFind(4029), TXT_78 );
}
idx = ObjFind(4029);
if(ObjGet(idx,O_STATUS)==2)
{
ObjSetName( ObjFind(4029), TXT_ITEMD );
}
idx = ObjFind(5113);
ObjSet(idx,O_STATUS,1);
return 1;
}
I used to code the change of item status and name like that (see DWD), but find it much easier these days to simply swap the item for another one, as it means you don't have to mess around with the name when loading saved games.
frogandhat
07-01-10, 07:51 PM
I think that the above problem also affects the botany where the name changes once you know what it is, but seems to revert back on saves ??
Yeah, the botany is another example of the same problem. It should still be possible to complete the game, but it will be confusing.
Oddly enough, I'd considered object swapping as another way of doing it but rejected it in favour of the 'more elegant' solution. I'll implement the reset-on-restart and check-on-load code in the next interim release, but I'll remember to swap objects instead in future games.
Fantastic game. :v2_dizzy_clapping: Reminds me a little of Dizzy the ultimate cartoon adventure. I've had no real issues with the game except for finally coming to a complete standstill. :v2_dizzy_confused2: Other than that I have five questions I would like you to answer (WARNING POSSIBLE SPOILERS):
1: Is there any way of getting past the rocks in the room Collapsed channel?
2: Is there anything to do in the room Small parts yard?
3: Is there any way of getting the scarub key in the room Danger falling rocks?
4: Is there anything to do in the room Rats nest?
5: Is there any way past the ice in the room Deep chill, or the ice block on the floor in the room Frozen gallery?
Thanks for making the game and if you want me to go through it again once complete, I'll be more than happy.
Gavlaa :tup:
1: Is there any way of getting past the rocks in the room Collapsed channel?
No.
2: Is there anything to do in the room Small parts yard?
Only an item to pick up- which you probably have used already if you've done the fire shrine.
3: Is there any way of getting the scarub key in the room Danger falling rocks?
Yes.
4: Is there anything to do in the room Rats nest?
Yes.
5: Is there any way past the ice in the room Deep chill, or the ice block on the floor in the room Frozen gallery?
Yes, no.
Hope this helps.
That helped a lot thanks.
My only other issue is getting the final scarub ("danger falling rocks". At least I think its the final scarub). I've tried every item from air, light, fire and ice temples, but nothing has allowed me to get it.
Any clues? :D
Hint- you don't need an item. You just need to think laterally.
Haha...very good I like that.
I've found one possible issue. There appears to be a switch just above the door in room Grim portal. Is this deliberate?
Gavlaa
Glad you liked it. :v2_dizzy_clapping:
The dark switch is there as something of a hint- it's the longest distance between a door and its controlling switch so I wanted some kind of clue there.
Getting close now!
I've done all of the puzzles but still have the final task to do (I just need 5 more to finish). Any chance of a PM with a list?
Gavlaa
frogandhat
09-01-10, 08:26 PM
DRAT!
I am at exactly the same stage as Gavlaa and also have 75 treasures
and i thought i was doing so well!:cry:
Edit: 79 now
slowly getting there!
frogandhat
10-01-10, 10:00 AM
YESSSS!!!:D
completed it, this was a REALLY good game, eggcellent work Queex:v2_dizzy_clapping::v2_dizzy_clapping:
only issues i found have been mentioned above. i personally liked the look of the game, the only minor issue was that the crowbar was a bit tricky to spot sometimes, but i have been playing 0.9 so I think you may have fixed that. There are lots of nice grapical touches, i particularly liked the green eggs!
what i liked was the fact that there are logical clues dotted around, and lots of very helpful text messages when you do things wrong or in the wrong order, none of the treasures required pixel perfect leaps of faith, unlike some games, and while the game map is HUGE, as it is split into defined areas, you dont spend too much time walking through 50 screens from 1 side of the map to the other and then back again to solve the puzzles.
unfortunately, i dont think i have got the stamina to play version .10, and go through it all again (but at least i would turn off the blades straight away next time !!) but as it would appear that you have fixed the issues previously mentioned in the thread, i am sure version .10 could be the release candidate.
Thanks for taking what must have been a HECK of a long time to make this game, its one of the best i have played.:v2_dizzy_clapping:
Edit: I have just noticed another spelling/typing error in Grand Dizzy's speech when he reads the book - he says "But is does say...." instead of "But it does say...."
And another little correction, when Dizzy sets sail he says "I'll enjoy eating that" when "them" would be better I think.
dr.Titus
10-01-10, 03:11 PM
Another bugs in v0.10:
http://s003.radikal.ru/i201/1001/83/8a8c92fa0d1b.png
http://i073.radikal.ru/1001/60/5e2493366c2d.png
DizzyFanUK
10-01-10, 03:36 PM
The moving saws isnt a bug - see the room name - are you brave enough to try....
rather clever trick, I thought...
Great game, love all the little touches you've added from the original dizzy engine. Id say this is probably the best Dizzy fan game I've played actually.
Only gripe I can think of really is that some of the items are kinda hard to see.
Good stuff.
Fixed the couple of typos in Grand-Dizzy's speech, and corrected the error I introduced in 0.10 trying to fix a rare issue with the mine cart.
Some time soon I'll adjust the map a little in a couple of places, then it should be ready for release.
A hint to all aspiring treasure-hunters- there are exactly 10 treasures in each zone- not much help if you've collected most of them already, granted, but better than nothing. Once it's been out a while I can whip up a list of locations
Thanks everybody who took the time to try it out, however far you got with it.
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