View Full Version : Fantasy World Dizzy (DizzyAGE Remake) v2.1 [DOWNLOADABLE]
Fantasy World Dizzy - DizzyAGE remake.
Fantasy World Dizzy, The lastest remake release from Theos Grotto has a current release date of 25th March 2007.
And like all my other remakes are very close to the original.
Compared to the other games i've made this has to be the most difficult so far to recreate. The dragon was a pain to program.
http://www.yolkfolk.com/site/images/gallery/FantasyWorldRemake3.PNG
- Yolkfolk.com (http://www.yolkfolk.com/site/games.php?game_id=71)
- DizzyAGE (http://www.yolkfolk.com/dizzyage/dz010.html)
well you're a lot further forward with it than i was. i'd done the map, but none of the coding (apart from placement of items)
good luck! i must say i wasn't looking forward to programming the dragon...
comparable screenshots:
<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/dizzy4.jpg" width="500">
<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/dizzy2.jpg" width="500">
<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/dizzy3.jpg" width="500">
xelanoimis
12-03-07, 09:16 PM
He,he!
Good work to you both!
As for pteal's version, can you add an option in the menu to play with no extra border, exactly as in the Z80 version (black border and blue and black lines in the top, like Jamie screens) ?
I would prefer to play it this way, because I think the details and colors from the border picture distracts the player's focus from the screen.
You could save the option in the ini file and store it in a global script variable.
Can declare it in def.gs for example and load it in game start handler.
int border; // some global script variable, no need to store it in the savegame
// init read
border = 1; // default on
gs_inigetint("dizzy.ini","GAME","border",&border);
// draw - don't read from ini here because it's expensive!
if(border) ... draw border
// toggle and save in option's menu
gs_inisetint("dizzy.ini","GAME","border",borderon);
... something like that
This is one of my fave Dizzy games. Can't wait.
Eggcellent :) Best of luck with the remake ;)
@ michaelgibson
Your question is now here in General Disscussion
http://www.yolkfolkserver.co.uk/bb/showthread.php?t=165
I'm hoping to release this game this weekend now :v2_dizzy_yahoo:
I've only got a few bits left to add to the game now which i should have done by thursday evening, leaving me friday for testing.
Then if all goes well i will release the game at some point on saturday :dizzy_cool:
All finished :)
to dowload visit the games page at TG...
http://www.theosgrotto.co.uk/readgame.php?game_id=71
Spot on m8 :D, congrats on another eggcellent DizzyAGE game :)
Great I'm off to download it
Finished :p i'd say that version was as hard as the C64 version :v2_dizzy_wink2:
xelanoimis
17-03-07, 07:45 PM
Congratulations again :)
I've just updated the DizzyAGE site, and your game is the 10th DizzyAGE game!
http://www.simion.co.uk/dizzyage/games.html
Have fun everyone!
DAMMIT that second leaf on the beanstalk is infuriatingly hard to jump onto...
Stand on the middle of the first leaf and you should be able to get up there :)
I played this game so many times when I was younger, but in my old age I have forgotten how to get past the Pig/Boar any help will be greatfull :v2_dizzy_happy:
Ann.
In the Attic of the castle, you'll find an item that'll help you get past the Pig/Boar or the Armrog by It's real name :p It's quite tricky to do
In the Attic of the castle, you'll find an item that'll help you get past the Pig/Boar or the Armrog by It's real name :p It's quite tricky to do
Thank you very much, will go try now :v2_dizzy_happy:
Dunno if this has been spotted, and if it hasn't sorry for being anal, but on this screen I think it should read buy house not but house. Also the title says prision instead of prison?
http://www.geocities.com/gavcross99/fwd.jpg
There's a small bug in this game (or maybe in the version of DizzyAge it is using) It can be triggered as follows:
* Set the music volume to zero in setup and the SFX to 30.
* Play the game and find a coin.
* When you find the coin, the music starts playing again.
drwhojan
19-02-09, 10:44 AM
Yes i found that 2, The music go to full sound after finding a coin!
drwhojan
04-03-09, 12:21 PM
Yes the problem lies in the action.gs file
if(class==CLASS_COIN) // coins are to be collected
{
coins = PlayerGet(P_COINS)+1;
ObjSet(idx, O_DISABLE, 1); // make disabled (picked up)
PlayerSet(P_COINS,coins);
GamePause(1);
MusicVolume(0);
music=0;
fx = SamplePlay(FX_COIN);
DialogPush();
DialogSetText("{c:0xffff00ff}WELL DONE!\n\n{c:0xffffff00}YOU FOUND\nA COIN");
DialogSetColor(COLOR_CYAN);
DialogFitCenter();
while(true) {
stop;
if ( ( SamplePlaying(fx)==-1 ) && ( music == 0 ) ) { MusicVolume(100); music=1; }
if( GetKeyHit(KEY_MENU) || GetKeyHit(KEY_ACTION) ) break;
}
MusicVolume(100);
ClearKeys();
DialogPop();
GamePause(0);
If you take out the musicvolume (100);, Then you can play the game without the sound bost!
like this
if(class==CLASS_COIN) // coins are to be collected
{
coins = PlayerGet(P_COINS)+1;
ObjSet(idx, O_DISABLE, 1); // make disabled (picked up)
PlayerSet(P_COINS,coins);
GamePause(1);
fx = SamplePlay(FX_COIN);
DialogPush();
DialogSetText("{c:0xffff00ff}WELL DONE!\n\n{c:0xffffff00}YOU FOUND\nA COIN");
DialogSetColor(COLOR_CYAN);
DialogFitCenter();
while(true) {
stop;
if( GetKeyHit(KEY_MENU) || GetKeyHit(KEY_ACTION) ) break;
}
ClearKeys();
DialogPop();
GamePause(0);
The only problem is you downt get a sound stop and start?
This is just me saying......Personally, I wasn't really fond with the idea of the music starting over whenever a coin was collected.
But hey, That's what the original did. :)
drwhojan
04-03-09, 01:08 PM
If you set your setings to volume at 30 - 50 %
When you collect the coin the written script bost the volume to 100%?
The idear is to collect the coin without the sound bost!, and keep the start and stop when collecting!
Yes the problem lies in the action.gs file
If you take out the musicvolume (100);, Then you can play the game without the sound bost!
The only problem is you downt get a sound stop and start?
yes it seems that Peter has used the MusicVolume(100); to start the music again, instead of using MusicPlay(); (or whatever the v1.31 equivalent is.)
i'm sure he'll fix it when he gets round to converting it to DizzyAGE v2.21
WhyNotSmile
26-07-09, 07:31 PM
Not sure if this is a known bug or not, but when you disable the audio, you can't play the game - it starts with the troll throwing you into the flame in the dungeon. That instantly kills you, and then you get transported to the title screen, where Dizzy falls down the side of the screen before appearing next to Dylan's(?) deckchair and drowning in the water!
I found this on the version I downloaded from yolkfolk.com today.
It's a bit annoying, because combined with the 'coin triggering music' bug, you need to turn the sound on your computer off if you don't want the music.
But, hey, it's Fantasy World Dizzy, so I'm happy anyway! :v2_dizzy_happy:
xelanoimis
27-07-09, 10:47 AM
Depending on how the game is coded it can result in a bug if sound is disabled. For example if the game waits for a sound to play (which from this reason should not do).
You can still run the game with the sound enabled and adjust the volume levels (also found in dizzy.ini). Or you can turn volume on/off in game with F9 key. The volume should not affect the game.
Fantasy World has now been updated to v2.0
The whole game had to be updated to make it compatable with DizzyAGE 2.4 (was still on 1.31)
I Just noticed the comments above re:music, wish i read the thread before updating.
The will be a 2.1 update coming in the next few days to fix this.
I got the surprise of my life when I heard the Yolkfolk presents jingle at the beginning. :laugh:
I think I have something that can help you out if you plan to do another update.
http://yolkfolk.com/media/media/WAV/SFX-FantasyWorldDizzy.zip
The wav files that have Spectrum marked on it are from the original speccy Fantasy World game. :)
excellent just the ticket!
They will be in the next update
v2.1 now online,
A few updates in this release...
:egg: Added some missing sound effects
:egg: Sorted out the issues with music after coin collection
:egg: Added a missing dialog box in the first room when you collide with the troll.
It's great to hear the original SFX on this Remake. :v2_dizzy_thumbsup:
I managed to finish it again yesterday :) I didn't find any bugs but I did find 2 typos.
- One after you rescue Daisy where - she wants you to 'but' 30 coins to get a house together.
- And when you give 30 coins, Daisy says - wow you've 'of' them.
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