View Full Version : Sacred World Dizzy v1.05 [DOWNLOADABLE]
By Matt Lee (Lord Dizzy of Yolkfolk)
- Yolkfolk.com (http://yolkfolk.com/site/games.php?game_id=215) (v1.05)
- DizzyAGE (http://www.yolkfolk.com/dizzyage/dz055.html) (v1.04)
- Help Thread (http://yolkfolk.com/bb/showthread.php?t=1619)
Lord Dizzy of Yolkfolk
02-01-11, 03:36 PM
Thanks Adz :tup:
Fingers crossed ive managed to remove all of the bugs during testing !!
nice one! :v2_dizzy_clapping:
except... Room 26.6 has no title. I just found it. sorry!
Lord Dizzy of Yolkfolk
02-01-11, 04:18 PM
nice one! :v2_dizzy_clapping:
except... Room 26.6 has no title. I just found it. sorry!
I've just noticed myself now & actually in middle of resending back to Alex & Adz to swap over, always something to miss but thanks for mentioning in case I hadn't..
Nice, i'll look forward to playing this soon.
Reuploaded, the corrected version should be up now.
Lord Dizzy of Yolkfolk
02-01-11, 06:17 PM
Cheers Adz.
Nice, i'll look forward to playing this soon.
Cool, have fun playing Meph !! :v2_dizzy_smile:
addicteddizzy
02-01-11, 08:17 PM
Fantastic, thanks Lord - happy new year to Dizzy fans!!!!!!
frogandhat
02-01-11, 08:46 PM
At Last!:p
so far got 12 scrolls, 1 of them was hidden, but only found a use for poison, dynamite, detonator and screwdriver - loads of other stuff i have got and struggling to find uses for:hitwall:
Only found 1 of the plaques so far- but couldnt get anywhere near it and died seeing it!
Its HUGE and tough, and there are a fair few 'pixel perfect' jumps required.
Well Done Lord, it is looking like another corker!:v2_dizzy_yahoo:
Thanks!
Lord Dizzy of Yolkfolk
02-01-11, 09:00 PM
Thanks, well hopefully it will feel like it's been well worth the wait now it's released & can play.
Im impressed you found the screwdriver so quickly & one of the hidden scrolls (although i'm wondering if it was the partially hidden one & therefore not actually one of the official hidden ones)..
frogandhat
02-01-11, 10:14 PM
No, it was a proper hidden one, theres a little mesage and everything:)- I have now got a second one as well, 18 at the moment.
Also got a tin of worms, and a cool key which didnt work the 2 places i thought of!
Everyones beggaring off to the chalets, but i havent found them yet....
EDIT - now got a 3rd hidden scroll, 21 over all - but just noticed an error in room "Olde Materials" when you pull on the lever it "ativates" something else instead of activates
Lord Dizzy of Yolkfolk
02-01-11, 11:41 PM
No, it was a proper hidden one, theres a little mesage and everything:)- I have now got a second one as well, 18 at the moment.
EDIT - now got a 3rd hidden scroll, 21 over all - but just noticed an error in room "Olde Materials" when you pull on the lever it "ativates" something else instead of activates
Going really well already though, 3 hidden ones found, very good..
Thanks, looks like ive not typed the "c" on that word..(added now in the script)
Everyones beggaring off to the chalets, but i havent found them yet....
Lol, yes theyve got to be back at their chalets for their slice of Yolkfolk Pie from Dolores :v2_dizzy_biggrin:
When you get when you can access them you'll be well into the game (hope you like how that
is achieved) ;)
:dizzy_cool:
Looks great, some nice graphics.
But I'm having a problem climbing... i did it once some how and can't seem to get dizzy to do it again ??
frogandhat
03-01-11, 12:20 AM
Jr automatically grabs onto the rope / vine when you walk near it from a distance, but you then have to be quick to stop moving b4 he climbs off again. Far easier is to jump sideways and he usually grabs on to the climbable ( jumping straight up wont work)
Yeah starting to get used to this climbing.
love the mine shaft looks cool, loads of detail and still in the same style as your other games (getting used to all the different size objects dotted about with your games)
Haven't even solved a puzzle and the map is already pretty big.
I do have a bit of trouble reading some of the dialog as it blend in with some of the background.
frogandhat
03-01-11, 08:03 AM
Haven't even solved a puzzle and the map is already pretty big.
Tell me about it!
First puzzle I solved opened up even more map with more problems! There seem to be lots of problems and not very many objects - at the moment I have football, cool key, wheel, magnet, clump of sticks, sticky tape, bucket and aqualung and loads of problems I cant solve:dizzy_confused: and I thought I was doing so well!
Up to 24 Scrolls.
I have also managed to get the first 'plaque' (Grand Dizzy) but cant do anything with it :(
Lord Dizzy of Yolkfolk
03-01-11, 11:22 AM
Yeah starting to get used to this climbing.
love the mine shaft looks cool, loads of detail and still in the same style as your other games (getting used to all the different size objects dotted about with your games)
Haven't even solved a puzzle and the map is already pretty big.
I do have a bit of trouble reading some of the dialog as it blend in with some of the background.
Yes lots of detail I try to include, I think there is very minimal sizing on this game compared to the others though, particularly the first one which I think it's much better for. The map is large, wanted to do Juniors first outing some real justice & make it a big fun adventure..
The dialogue boxes are just not the normal standard colours that all so just a case of getting used to
Lord Dizzy of Yolkfolk
03-01-11, 11:23 AM
Yeah starting to get used to this climbing.
love the mine shaft looks cool, loads of detail and still in the same style as your other games (getting used to all the different size objects dotted about with your games)
Haven't even solved a puzzle and the map is already pretty big.
I do have a bit of trouble reading some of the dialog as it blend in with some of the background.
Yes lots of detail I try to include, I think there is very minimal sizing on this game compared to the others though, particularly the first one which I think it's much better for. The map is large (the largest of my games), wanted to do Juniors first outing some real justice & make it a big fun adventure..a little epic if you like.
The dialogue boxes are just not the normal standard colours that all so just a case of getting used to
frogandhat
03-01-11, 01:19 PM
Sorry to be picky, but in the Secret room, it should say "Hope you're enjoying the game", and its a Utensil not untensil.
Yes I am by the way! got to the chalets at last - trying to find uses for the circular saw and gripping utensil
31 scrolls.
Lord Dizzy of Yolkfolk
03-01-11, 02:24 PM
Your doing mightily good to have got to the chalets so fast :v2_dizzy_clapping:
No it's fine, amended now, I'll be pretty damned pleased if it's just the odd typo etc though found & no major bugs as I was still finding things in December even though I thought I had it as complete.
I will do another release at some point but I will wait to see if owt else crops up.
Cheers
BTW you've posted back on the downloadable thread instead of the help thread.
frogandhat
03-01-11, 02:27 PM
Yes, it was deliberate as it wasnt a help request.
So far I have only found those couple of typos, no biggie, or bugs (unless the vicar not wanting the cross I just got from the monastery is a bug, or not being able to do anything (yet) in the mine workshop but i am guessing they are deliberate as you can be a little devious!!):p
EDIT - i have found 1 small bug - when you have used the detonator and dynamite you get the message back about how this is a good place for the detonator
Lord Dizzy of Yolkfolk
03-01-11, 02:36 PM
Yes, it was deliberate as it wasnt a help request.
So far I have only found those couple of typos, no biggie, or bugs (unless the vicar not wanting the cross I just got from the monastery is a bug, but i am guessing thats deliberate as you can be a little devious!!):p
Ok, I have replied in the help thread too anyway.
Yes that's not a bug, the cross has to be put back in position within the Church (as per the original convo with the vicar), not as devious as Jamie yet but I have been learning lol..:p
bug: in 'beneath the waters' (room 27.8) the pipe was no water material behind it, so you can breathe when stood in front of it.
quiggie
03-01-11, 03:18 PM
thenk you so much your lordship - all chores done for the day so downloaded and off for a play :)
Lord Dizzy of Yolkfolk
03-01-11, 03:33 PM
bug: in 'beneath the waters' (room 27.8) the pipe was no water material behind it, so you can breathe when stood in front of it.
Yes I was aware of this, decided to leave as a little spot to breathe from the air intake pipe as you actually pass behind it, just to help a little if fall down on the initial jumps on the first occasions after using the item. Likely to sustain damage but may give you opportunity to get back.
Lord Dizzy of Yolkfolk
03-01-11, 03:37 PM
thenk you so much your lordship - all chores done for the day so downloaded and off for a play :)
Your Welcome Quiggie.
Well done for finishing the chores so you can play :v2_dizzy_smile:
not had time to have a good go of this yet! What I have seen though, looks really impressive. Praise the lord!
Praise the lord!
has the spirit of Christmas got to you a bit over the last week or so? :p
frogandhat
03-01-11, 09:34 PM
Thank goodness the 'Gripping Untensil' (sic) is grey - it does look quite a lot like something Pogie may have left behind.
Lord Dizzy of Yolkfolk
03-01-11, 09:38 PM
not had time to have a good go of this yet! What I have seen though, looks really impressive. Praise the lord!
Thanks Colin, from yourself it's good to hear especially when we get to see your next installment which certainly will be & amidst Jamie's funny cheeky quip of using the phrase 'Praise the Lord' :D
Once you've had chance to have a proper play through be good to hear from an overall perspective.
Lord Dizzy of Yolkfolk
03-01-11, 09:42 PM
Thank goodness the 'Gripping Untensil' (sic) is grey - it does look quite a lot like something Pogie may have left behind.
Good job pogie doesn't feature this time then :v2_dizzy_dry:
looks great so far :)
BTW this game and probably others works great with Linux/Wine
WhyNotSmile
04-01-11, 06:05 PM
Oh, fabulous! A new Dizzy game! I'm not even downloading it yet, as I've loads of work to do at the moment - but I'll get it as soon as I know I can curl up and spend 15 solid hours playing it!
Matt, in the room 'Yeeeahh riding down' (room 18.4), there is a gap in the rails, so when you ride the cart back to the start position it goes through mid-air, with no rails underneath it...
room 15.7 (collasped track) is spelled wrongly.
EDIT:: also, you can jump left into room 41.2, which doesn't have a name, and it's not snowing in it.
Lord Dizzy of Yolkfolk
06-01-11, 09:57 PM
Jamie, thanks for highlighting these, just picked up your posts.
Matt, in the room 'Yeeeahh riding down' (room 18.4), there is a gap in the rails, so when you ride the cart back to the start position it goes through mid-air, with no rails underneath it..
I thought about this at a later stage whether I should alter to include but just viewed it as the momentum of the movement takes it across.
room 15.7 (collasped track) is spelled wrongly.
Amended.
also, you can jump left into room 41.2, which doesn't have a name, and it's not snowing in it
Yes, I actually noticed this one & is amended.
I will probably do v1.01 for the weekend which has sorted the couple of little typos, will just see if owt else comes to light.
Cheers
Lord Dizzy of Yolkfolk
06-01-11, 10:00 PM
looks great so far :)
BTW this game and probably others works great with Linux/Wine
Thanks. That's good to hear, I wouldn't of known as I know very little of Linux/Wine.
Lord Dizzy of Yolkfolk
06-01-11, 10:04 PM
Oh, fabulous! A new Dizzy game! I'm not even downloading it yet, as I've loads of work to do at the moment - but I'll get it as soon as I know I can curl up and spend 15 solid hours playing it!
Something to look forward to after the hard work, some hard dizzy playing hee hee :v2_dizzy_happy:
Lord Dizzy of Yolkfolk
07-01-11, 06:31 PM
I've sent version 1.01 to Adz & Alex for release.
Updates:-
With a few typos & some of the other minor things highlighted.
Without speaking too soon it's been a sigh of relief that there appears no bugs of any note or nothing major, so job well done on the whole thankfully :v2_dizzy_smile:
frogandhat
07-01-11, 06:49 PM
so job well done on the whole thankfully :v2_dizzy_smile:
Certainly was!:v2_dizzy_clapping::v2_dizzy_clapping:
Lord Dizzy of Yolkfolk
07-01-11, 08:19 PM
Thank you sir !!
frogandhat
07-01-11, 08:43 PM
Sorry, Matt.
I thought I would start again playing 1.01 and have just noticed that towards the end of Heritage Man's speech, he says his cousin might "beable". EDIT - so does Great Grandad dizzy once he does what he needs to do
EDIT: and the vicar asks for the cross to be returned to the "alter" not altar
Lord Dizzy of Yolkfolk
07-01-11, 08:58 PM
Sorry, Matt.
I thought I would start again playing 1.01 and have just noticed that towards the end of Heritage Man's speech, he says his cousin might "beable".
EDIT: and the vicar asks for the cross to be returned to the "alter" not altar
Ooo well spotted, that's not a typo on this occasion that's me spelling it wrong, i've got it on both the screen names too. That one is a shame wasn't spotted before.
The other is i've not hit space between.
I'll sort, thanks. Let you find some others :D
frogandhat
07-01-11, 09:05 PM
You spoke too soon!
i cant place the detonator any more, i get the message and no opportunity to put it down, you just get the message every time you action:shocked:
This only happens if you place the dynamite before you have the detonator - I just tried again and it works ok as long as you action rock, dynamite and then detonator
Lord Dizzy of Yolkfolk
07-01-11, 09:17 PM
You spoke too soon!
i cant place the detonator any more, i get the message and no opportunity to put it down, you just get the message every time you action:shocked:
This only happens if you place the dynamite before you have the detonator - I just tried again and it works ok as long as you action rock, dynamite and then detonator
Yes there was a reason for that with the coding.
frogandhat
07-01-11, 09:23 PM
I placed the dynamite, then went and collected the detonator, actioned the rock, got the message, but cant now place the dynamite as its been placed, and dont get the option to use the detonator as the inventory never comes up.
another typo as well, i feel really mean like it looks like i am trying to pull all your hard work apart ( i am not of course), but I know you want it to be as good as it can be ( and it IS good!) and I am happy to help you improve it - the troll says "your a cheeky one" - should be you're - i think the witch may also say your from your post showing her conversation
EDIT - troll says it twice!
Denzil says "Should off corrected things" instead of "should have" - maybe thats his patois as he also says "seen as you've helped" instead of seeing?
Lord Dizzy of Yolkfolk
07-01-11, 09:46 PM
I don't mind at all as others will always find things you don't see as you have so much to cover & gives opportunity to fine tune the finished package.
Those are very very minor so i'm not too concerned with them really but seems there a sequential issue there with that action in blowing the rocks but I don't know how to get around it with the coding. On testing I had a different sequential problem but resolved it, however it may have created that permutation in place (not sure as I kept testing & couldnt recreate any issue but maybe I never did that way).
frogandhat
08-01-11, 11:28 AM
I have not programmed a Dizzy Age game, so forgive me if I am wrong, but you obviously have a flag to prevent you placing the detonator until you place the dynamite, so i see 2 possible solutions - either set that flag when the dynamite is placed irrespective of whether you have tried to place the detonator, or have a flag set so that you cant place the dynamite until you have attempted to place the detonator.
yeah you can use the status settings of something there to determine which point the player is at.
I'm going have a little look at the code to see if I can come up with anything :)
right, I've worked out what's going wrong.
*In theory* the coding works. It's a little bit round-the-houses, but it works, and that's the main thing. :)
What's happening is this:
1. you enable object 2086 when you enter room 27_3, (this is so that the player can't 'action' the rock before he sees the detonator.)
2. then when you action object 2086 (on the rock) you get a message telling you what you can do.
3. you place the dynamite in place, which disables 2086 and enables 2087 (also on the rock)
4. you action 2087 by using the detonator there, dropping it down. This enables 2088 (also on the rock).
5. you action 2088, which blows the rocks up.
what can also happen is that you do number 3 before number 2 above, in which case you simply bypass number 2.
Your problem is the OpenRoom_27_3() code.
consider that the player does number 3 first, and then goes and gets the detonator (number 1). so the sequence now looks like this:
1. you place the dynamite in place, which disables 2086 and enables 2087 (also on the rock)
2. you enter room 27_3, which re-enables object 2086 (which is 'in front' of 2087, meaning it will be called as preference if dizzy is in front of 2 actionable objects)
3. when you action object 2086 (on the rock) you get a message telling you what you can do. However object 2086 is not disabled
4. you can't now action 2087 by using the detonator there, because 2086 is still enabled and takes preference.
5. you're stuck.
there are a few different ways to fix this, some easier than others (the easiest is to add 2 lines into 2086 disabling it once actioned). I'm also having a go at simplifying the code so that it doesn't need 3 actionable objects. :)
ok, this is the code you're currently using (with spaces removed):
Objects/Brushes:
2084: dynamite trigger
2085: dynamite brush
2086: actionable trigger
2087: actionable trigger
2088: Detonator Trigger
2089: detonator brush
2090 - 2094: rock brushes
////////////////////
//POSITION DYNAMITE
////////////////////
func ActionObject_2084()
{
idx = ObjFind(2084);
if(ObjGet(idx,O_STATUS)==0)
{
Message0(5,2, "THE LARGE STONES HAVE\nBLOCKED OFF ENTRY");
MessagePop();
ObjSet(idx,O_STATUS,1);
return;
GameCommand(CMD_REFRESH);
}
if(ObjGet(idx,O_STATUS)==1)
{
idx = OpenDialogInventory();
if(idx!=-1) UseObject(idx);
}
}
func UseObject_2084( idx )
{
if(ObjGet(idx,O_ID)==1013)
{
Message0(5,2, "YOU WEDGE THE DYNAMITE\nBETWEEN THE STONES");
MessagePop();
InventorySub(idx);
ObjSet(idx,O_DISABLE,1);
idx = BrushFind(2085);
BrushSet(idx,B_DRAW,3);
idx = ObjFind(2086);
ObjSet(idx,O_DISABLE,1);
idx = ObjFind(2087);
ObjSet(idx,O_DISABLE,0);
GameCommand(CMD_REFRESH);
}
else
{
DropObject(idx);
}
}
/////////////////////////////////////////////////////////////////
//ENTER ROOM WHERE DYNAMITE IS, DISABLE TRIGGER WHERE IT'S USED
////////////////////////////////////////////////////////////////
func OpenRoom_27_3()
{
idx = ObjFind(2086);
ObjSet(idx,O_DISABLE,0);
}
//////////////////////////////////////////
//DISPLAY MESSAGE TO PLACE DYNAMITE FIRST
/////////////////////////////////////////
func ActionObject_2086()
{
idx = ObjFind(2086);
if(ObjGet(idx,O_STATUS)==0)
{
Message0(5,7, "YOU CAN USE THE STONE\nTO SET THE DETONATOR ON\nBUT THE EXPLOSIVES\nNEEDS POSITIONING FIRST");
MessagePop();
}
if(ObjGet(idx,O_STATUS)==1)
{
idx = OpenDialogInventory();
if(idx!=-1) UseObject(idx);
}
}
//////////////////////////////////////
//SET THE DETONATOR INTO POSITION
//////////////////////////////////////
func UseObject_2087( idx )
{
if(ObjGet(idx,O_ID)==1014)
{
Message0(6,8, "YOU PLACE THE DETONATOR\nINTO POSITION ON THE\nSTONE MAKING IT READY");
MessagePop();
InventorySub(idx);
ObjSet(idx,O_DISABLE,1);
idx = BrushFind(2089);
BrushSet(idx,B_DRAW,3);
idx = ObjFind(2088);
ObjSet(idx,O_DISABLE,0);
GameCommand(CMD_REFRESH);
}
else
{
DropObject(idx);
}
}
//////////////////////////////////////////
//DISPLAY MESSAGE TO PLACE DYNAMITE FIRST
/////////////////////////////////////////
func ActionObject_2088()
{
idx = ObjFind(2088);
if(ObjGet(idx,O_STATUS)==0)
{
Message0(5,7, "YOU HIT THE PLUNGER, THERE\nIS A LOUD BANG AND THE\nLARGE STONES ARE BLOWN\nTO SMITHEREENS !!");
MessagePop();
idx = BrushFind(2085);
BrushSet(idx,B_DRAW,0);
idx = BrushFind(2090);
BrushSet(idx,B_DRAW,0);
idx = BrushFind(2091);
BrushSet(idx,B_DRAW,0);
idx = BrushFind(2092);
BrushSet(idx,B_DRAW,0);
idx = BrushFind(2093);
BrushSet(idx,B_DRAW,0);
idx = BrushFind(2094);
BrushSet(idx,B_DRAW,0);
idx = ObjFind(2088);
ObjSet(idx,O_DISABLE,1);
DoShake(12);
return;
}
if(ObjGet(idx,O_STATUS)==1)
{
idx = OpenDialogInventory();
if(idx!=-1) UseObject(idx);
}
}
the above code uses three different objects, enabling/disabling them when needed.
The code below uses the status of one object (2088) to do the same thing, reducing the coding needed, and removing the need for objects 2086 and 2087 (it doesn't matter if they're still in the map, they won't ever be used):
////////////////////
// Dynamite
////////////////////
func ActionObject_2084()
{
idx = ObjFind(2084);
if(ObjGet(idx,O_STATUS)==0)
{
Message0(5,2, "THE LARGE STONES HAVE\nBLOCKED OFF ENTRY");
MessagePop();
ObjSet(idx,O_STATUS,1);
return;
}
if(ObjGet(idx,O_STATUS)==1)
{
idx = OpenDialogInventory();
if(idx!=-1) UseObject(idx);
}
}
func UseObject_2084( idx )
{
if(ObjGet(idx,O_ID)==1013)
{
Message0(5,2, "YOU WEDGE THE DYNAMITE\nBETWEEN THE STONES");
MessagePop();
InventorySub(idx);
idx = BrushFind(2085);
BrushSet(idx,B_DRAW,3);
idx = ObjFind(2088);
ObjSet(idx,O_STATUS,5); // change status of 2088
GameCommand(CMD_REFRESH);
}
else
{
DropObject(idx);
}
}
/////////////////////////////////////////////////////////////////
// Enable Detonator trigger
////////////////////////////////////////////////////////////////
func OpenRoom_27_3()
{
idx = ObjFind(2088);
ObjSet(idx,O_DISABLE,0);
}
//////////////////////////////////////////
// Detonator
/////////////////////////////////////////
func ActionObject_2088()
{
idx = ObjFind(2088);
if(ObjGet(idx,O_STATUS)==0) // display message
{
Message0(5,7, "YOU CAN USE THE STONE\nTO SET THE DETONATOR ON\nBUT THE EXPLOSIVES\nNEEDS POSITIONING FIRST");
MessagePop();
ObjSet(idx,O_STATUS,5); // change status of 2088
return;
}
if(ObjGet(idx,O_STATUS)==1) // hit the plunger
{
Message0(5,7, "YOU HIT THE PLUNGER, THERE\nIS A LOUD BANG AND THE\nLARGE STONES ARE BLOWN\nTO SMITHEREENS !!");
MessagePop();
idx = BrushFind(2085);
BrushSet(idx,B_DRAW,0);
BrushSet(BrushFind(2090),B_DRAW,0);
BrushSet(BrushFind(2091),B_DRAW,0);
BrushSet(BrushFind(2092),B_DRAW,0);
BrushSet(BrushFind(2093),B_DRAW,0);
BrushSet(BrushFind(2094),B_DRAW,0);
GameCommand(CMD_REFRESH);
idx = ObjFind(2088);
ObjSet(idx,O_STATUS,5); // change status of 2088
DoShake(12);
return;
}
if(ObjGet(idx,O_STATUS)==5) // call 'useobject'
{
idx = OpenDialogInventory();
if(idx!=-1) UseObject(idx);
}
}
func UseObject_2088( idx )
{
if(ObjGet(idx,O_ID)==1014) // place the detonator
{
Message0(6,8, "YOU PLACE THE DETONATOR\nINTO POSITION ON THE\nSTONE MAKING IT READY");
MessagePop();
InventorySub(idx);
ObjSet(idx,O_DISABLE,1);
idx = BrushFind(2089);
BrushSet(idx,B_DRAW,3);
idx = ObjFind(2088);
ObjSet(idx,O_STATUS,1); // change status of 2088
GameCommand(CMD_REFRESH);
}
else
{
DropObject(idx);
}
}
I also removed a couple of extraneous bits of code (for example you don't need to use ObjSet(idx,O_DISABLE,1); after InventorySub(idx); because InventorySub(idx); automatically disables the item).
also, because object 2088 isn't ever being disabled, there is nothing to go wrong if it gets re-enabled. When the puzzle is finished, changing the status of it to 5 ensures that all that happens if it's actioned again is that the inventory is called. As you'll already have used the detonator on it, you won't have it any more, so no code will be called.
I hope this helps :)
Lord Dizzy of Yolkfolk
08-01-11, 12:28 PM
Cheers Jamie, as you say does work in *theory* except for as you have demonstrated with that permutation. Also it's probably most likely to occur that way once you've played & know what to do prior to the prompts which is perhaps why initially most players have been getting through and nothing highlighted.
Can you email the game file with those adjustments (also I check you've done it on v1.01) as that would be great.
The main reason for actually including it there at the entrance to the mine was to force the player to visit the Quarry before visiting the water areas, particularly as the player required that important item :D
I'm hoping v1.02 would become the last update (hopes :v2_dizzy_dry:)
If you're able to do as you say and maybe email the game file to me that would be great.
just change the top code to the bottom code in the game.gs file. Don't forget to test it though. I see no bugs in it, but you never know!
looking at the map I reckon there's 248 accessible rooms (it's impossible to get to some of the cloud rooms)
Lord Dizzy of Yolkfolk
08-01-11, 02:11 PM
just change the top code to the bottom code in the game.gs file. Don't forget to test it though. I see no bugs in it, but you never know!
Assuming i've replaced with your new code correctly, I have tried it twice, but now it's possible to blow the stones without placing the dynamite explosives.
Can you test & check.
oops yes! :embarassed:
all that you need to do is take ObjSet(idx,O_STATUS,5); out of the bit of code as shown below (to stop it allowing you to place the detonator down before you've placed the explosives).
that *should* fix it:
//////////////////////////////////////////
// Detonator
/////////////////////////////////////////
func ActionObject_2088()
{
idx = ObjFind(2088);
if(ObjGet(idx,O_STATUS)==0) // display message
{
Message0(5,7, "YOU CAN USE THE STONE\nTO SET THE DETONATOR ON\nBUT THE EXPLOSIVES\nNEEDS POSITIONING FIRST");
MessagePop();
return;
}
Lord Dizzy of Yolkfolk
08-01-11, 03:11 PM
oops yes! :embarassed:
all that you need to do is take ObjSet(idx,O_STATUS,5); out of the bit of code as shown below (to stop it allowing you to place the detonator down before you've placed the explosives).
that *should* fix it:
Super, that seems to have done the trick :v2_dizzy_smile:
Thanks & to 'frogandhat', I actually appreciate things being highlighted as I say so you can fine tune the overall package of the game & have it as accurate & bug free as is possible (particuarly as it will be there for the future for any one to play when you as the author have moved on from it).
frogandhat
08-01-11, 07:08 PM
Thank goodness! Dont want to upset you after all your hard work, and the amount of enjoyment you have given us all!
Got another spelling error unfortunately, when Dizzy talks to you about pretending to feed the bird, it should chirp 'constantly'
EDIT and another your instead of you're - when you give Daisy her object - and also when you speak to Grandma - and when you give the troll his item, he also says "afterall"
When moving the box - the word is leverage
Will the code above stop the rock asking you to place the explosives after you already have?
you fixed the "collasped" in the room name, but not in the 'action' text
Should Dozy say "on well, thanks junior", or should it be oh well?
Lord Dizzy of Yolkfolk
09-01-11, 12:40 PM
Thanks, i've been amending, I also found a couple of others.
Will the code above stop the rock asking you to place the explosives after you already have?
yes.
Lord Dizzy of Yolkfolk
09-01-11, 07:59 PM
v1.02 sent to Adz & Alex.
Updates:-
Amends some text in script & map
Fixes the sequential issue for gaining access to the mine
Enables the player to exit the mine when the air con is switched
on without having to go the long way around
frogandhat
09-01-11, 08:36 PM
Enables the player to exit the mine when the air con is switched on without having to go the long way around
I thought that was a deliberate little trick! Make you pay for doing well!
EDIT - just seen your post in the help thread. still think it was a cunning trick though. :D
Surprised you didnt have the last little trick of having to have the football with you when finishing as well.
Lord Dizzy of Yolkfolk
09-01-11, 09:02 PM
Surprised you didnt have the last little trick of having to have the football with you when finishing as well.
I know, was only as I didn't know how :p
After half an hour on the FTP server :p v1.02 is now up. :)
Oh Lordy, Lordy ;) My save game from v1.0 is having issues when I opened it with v1.02 - my hammer is now a blank line in the inventory, and the aqualung is listed as a spade...
Oh Lordy, Lordy ;) My save game from v1.0 is having issues when I opened it with v1.02 - my hammer is now a blank line in the inventory, and the aqualung is listed as a spade...
I'm afraid you may have to start from scratch there. As ever with DizzyAGE games, any saved games from the previous versions won't work.
Thanks Adz, I think I will tough it out and walk the long way (bloody rising air!). I shall report before Easter whether I've finished the game heheheh...
ClientFan
10-01-11, 06:34 PM
I just love the graphics in your games, all that gorgeous iridescent flora and fauna :v2_dizzy_cool:
Think I might have found a buggee - if you find the 'hidden scroll' in the control tower once, then save the game and go back there, one appears again at the top of the ladder...
Lord Dizzy of Yolkfolk
10-01-11, 06:40 PM
Thanks Adz for explaining.
Thanks Adz, I think I will tough it out and walk the long way (bloody rising air!).
Sorry was chuckling at that lol, I was going to mention the release of v1.02 won't help your current game, anyone just starting will be lucky now though.
Lord Dizzy of Yolkfolk
10-01-11, 06:47 PM
I just love the graphics in your games, all that gorgeous iridescent flora and fauna :v2_dizzy_cool
Think I might have found a buggee..
Many thanks ClientFan, I always try to add plenty of detail & make the playing environment good to the eye.
I don't think it's a bug, i've just tested it, when you find a hidden scroll it just reveals it, you get a message but then you have to action again to actually collect then. It was an alternative way of doing the collectables without hiding them behind objects that you usually pick up as item first to discard to then get the collectable which is the usual way.
Lord Dizzy of Yolkfolk
11-01-11, 06:38 PM
Sacred World Dizzy has been added to Softpedia.com
http://games.softpedia.com/get/Freeware-Games/Sacred-World-Dizzy-The-Adventures-of-Dizzy-Junior.shtml
OK Lordy, I'm finished... and I want to thank you for creating such a playable game! All of your games so far have been extremely "playable" (in my opinion: not too easy, frustrating enough to want to finish it, but not so frustrating that I wanted to drop it and never come back to it!). This one is of course on another level, and there are only a couple things that could be improved (i.e. pre-1.02 hot air ride; or nearly pixel-perfect action area to talk to the craftsman; or even the trapbox by the bridge, which I had not been aware of because you had to jump on the brick in front of it, and not just action in front of it!).
Thanks again for letting me spend a week in a very non-constructive manner, now I have to catch up on my work!
Kirk
Lord Dizzy of Yolkfolk
12-01-11, 07:09 PM
OK Lordy, I'm finished... and I want to thank you for creating such a playable game! All of your games so far have been extremely "playable" (in my opinion: not too easy, frustrating enough to want to finish it, but not so frustrating that I wanted to drop it and never come back to it!). This one is of course on another level, and there are only a couple things that could be improved (i.e. pre-1.02 hot air ride; or nearly pixel-perfect action area to talk to the craftsman; or even the trapbox by the bridge, which I had not been aware of because you had to jump on the brick in front of it, and not just action in front of it!).
Thanks again for letting me spend a week in a very non-constructive manner, now I have to catch up on my work!
Kirk
Excellent, well done for finishing the game :v2_dizzy_clapping:
Really appreciate the thanks Kirkub & pleased you've found all the games really playable :tup:
And glad I could give you a distraction from your work you now have to get back to :v2_dizzy_wink2:
Lord Dizzy of Yolkfolk
27-02-11, 01:40 PM
Make some improvements to the Dizzy Junior animations, given him a proper hairline now & his hair sways a little when moving. Also corrected the animation when he falls as was a pixel out of place. These will part of his next adventure with baby sister DizzyBelle (I have decided to do another game all be it as & when I spend time on it).
DizzyFanUK
04-05-11, 08:01 PM
First up - Apologies its taken me so long to getting round to this one. Ive had a little free time lately and managed to have a good bash and complete this one. So here goes...
In one word to describe this game - it has to be "Epic".
The sheer size put me off playing for a while - but Im glad i picked this up - as this game is very addictive when you get into it.
This is the game to play if you want to peek into the everyday lives of the yolkfolk and uncover a little backstory. The almost "Walton's" style family theme that runs through the game really gives the yolkfolk a new depth. Im not sure how I feel about the wierd mystic religion they got goin on but thats by the by. I also love the Dizzy game references on the tombs.
In terms of a consistent story and plotline, this has to be one of the most complete Dizzy games ive played.
I love that this game takes a refreshingly different view thru the eyes of a new character - young Dizzy Jnr. The character development of Dizzy Jnr is done brilliantly. I really felt that as I played thru the game, the character seems grow before my eyes. From being the baby of the family to a hero in his own right.
Apart from Grandads Daisy games, I'm not sure Ive seen any other Dizzy games produce so strongly on character development as this one. Well done! :tup:
The graphics and sound feel pretty smooth - reminds me of one of Deltas earlier games like RRD.
Echoing other comments - This is by far the best game yet from LDOY. A fantastic entry to this years comp - It deserves to do well.
:v2_dizzy_yahoo::v2_dizzy_clapping:
I really hope we see a Dizzy Jnr sequel - I think it would be great to build on the foundations you've laid. As this new character has so successfully been established as a hero in his own right.
Lord Dizzy of Yolkfolk
18-05-11, 08:04 PM
First up - Apologies its taken me so long to getting round to this one. Ive had a little free time lately and managed to have a good bash and complete this one. So here goes...
In one word to describe this game - it has to be "Epic".
The sheer size put me off playing for a while - but Im glad i picked this up - as this game is very addictive when you get into it.
This is the game to play if you want to peek into the everyday lives of the yolkfolk and uncover a little backstory. The almost "Walton's" style family theme that runs through the game really gives the yolkfolk a new depth. Im not sure how I feel about the wierd mystic religion they got goin on but thats by the by. I also love the Dizzy game references on the tombs.
In terms of a consistent story and plotline, this has to be one of the most complete Dizzy games ive played.
I love that this game takes a refreshingly different view thru the eyes of a new character - young Dizzy Jnr. The character development of Dizzy Jnr is done brilliantly. I really felt that as I played thru the game, the character seems grow before my eyes. From being the baby of the family to a hero in his own right.
Apart from Grandads Daisy games, I'm not sure Ive seen any other Dizzy games produce so strongly on character development as this one. Well done! :tup:
The graphics and sound feel pretty smooth - reminds me of one of Deltas earlier games like RRD.
Echoing other comments - This is by far the best game yet from LDOY. A fantastic entry to this years comp - It deserves to do well.
:v2_dizzy_yahoo::v2_dizzy_clapping:
I really hope we see a Dizzy Jnr sequel - I think it would be great to build on the foundations you've laid. As this new character has so successfully been established as a hero in his own right.
DizzyFanUK,
Only just seen your post now so apologies for not responding sooner, many thanks for the feedback & comments here, i'm really pleased regarding your references with the character development of Jnr & the story etc. How you have reviewed it is what I sort of wanted to achieve really, a Dizzy Jnr character (as I wanted to introduce a new character) seemed to be fitting to try to achieve something different & as you have described. Also I suppose the timing was probably apt as well with Dizzy being 25.
Many have mentioned it's my best of the 3 i've made, I certainly feel that is the case although it's scoring somewhat a bit disappointingly in the competition though, actually scoring less per vote than my previous ones (even taking into consideration Jamies's & Colin's masterpieces). However this could be partially as players just like to play as Dizzy himself.
Also pleasing to read you welcoming a Dizzy Jnr Sequel, you are probably aware I am in the throws of developing one although it is going to be very slow going & i've not worked on it as much as I need to really. You will have noticed however it is to be called Enlightening Times Dizzy (featuring as well new character of Jnr's sister DizzyBelle, ahh sweet)..
http://www.yolkfolk.com/bb/showthread.php?t=1675
It will also in the main have a different look and feel to it than all my previous games all being well.
Thanks again LDoY
Glad you enjoyed playing once you got into the game :v2_dizzy_thumbsup:
DizzyFanUK
21-05-11, 08:51 PM
Hmm...DizzyBelle... can't wait :)
Lord Dizzy of Yolkfolk
14-08-11, 09:32 AM
I've sent v1.03 to Alex & Adz.
This is for since i've worked out how to do a title screen without it being a bit blurry. so:-
1) New clearer Title Screen
2) Improved sprites for Dizzy Junior when playing
Just makes the game a little more polished.
Lord Dizzy of Yolkfolk
15-08-11, 05:58 PM
v1.03 now on Yolkfolk :)
:tup:
v1.04 is now up :)
Also in future, any new games or bug releases, can you please send to my current E-mail address.
khaosadz [at] hotmail.co.uk
I don't use my old adz15 E-mail as often as I used to you see.
Thanks :)
v1.05 now up :p
Fixed credits bug.
Lord Dizzy of Yolkfolk
28-08-11, 07:08 PM
v1.05 now up :p
Fixed credits bug.
Thanks Adz :embarassed:
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