PDA

View Full Version : Dreamworld Dizzy [PROGRESS THREAD]



delta
19-03-07, 10:27 AM
okies, Dreamworld Dizzy is the working title of my new game.

I do have a basic outline of the story worked out, and even tho i've only drawn about 80% of the map, it's already a biggie.

i would like y'all to give me some feedback and ideas tho. was there anything you particularly didn't like about Diamond Mine Dizzy? Conversely, was there anything you thought was really good, or think should be included in Dreamworld?

I don't want to do something in Dreamworld that nobody liked in Diamond Mine.

oh and if you have a better idea for the title, tell me!

Don't ask when it'll be ready, cause i have no idea. i'll be moving house in about 3 weeks, so i'll have less time then to do it.

Anyway, here's the first (basic) screenshot:

<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream1.jpg" width="250">

Adz.M
19-03-07, 10:38 AM
Well I like the screenshot :)

There wasn't anything too bad about D.M Dizzy but maybe you change the music when you reach an area like on Dizzy and the Other Side.

I mean for example, when you enter a castle or a cave or somewhere special, the music changes :)

delta
19-03-07, 01:41 PM
yeah i am going to do that, cause like i said, the game is big. it's already bigger than Diamond Mine, and i haven't finished the map yet....

it's also going to have better defined 'areas' of the game. and i'm playing around with a few different concepts...

As he'll be in a dreamworld, i consider that anything goes...

xelanoimis
19-03-07, 04:45 PM
Here are my suggestions:

- don't paint the top hud with tiles similar to those in rooms (same style),
try to do something different, more like the original Dizzy games.
it will worth the effort to make the contrast
- not too many unused objects
- or you could use them in alternate puzzle solving

delta
19-03-07, 05:59 PM
okies. i was gonna change the colour of the border anyway, but i'll change the colour of the blocks at the top too... shouldn't take too long, it was only a rough effort anyway...

yeah there were rather a few unused items in Diamond Mine Dizzy wasn't there?! guess i went a little mad!

Peter
19-03-07, 06:38 PM
Dreamworld Dizzy, sounds alot like the unrealeased game Dreamwork Pogie :p

anyway good luck with it m8 :v2_dizzy_cool:

delta
19-03-07, 06:47 PM
i THOUGHT i'd heard the 'Dreamworld' prefix somewhere before....

ah well. like i say, it's only a working title. if i think of a better title/storyline, it'll get changed.

delta
20-03-07, 10:07 PM
right, see what you think of the new HUD:

old one is on the left, new on the right.

better? or not?

<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream1.jpg" align="top" width="250"><img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream2.jpg" width="250">

Adz.M
21-03-07, 07:12 AM
The one on the right looks better :)

delta
23-03-07, 10:32 AM
righty ho, i've done about 90% of the map now, and have also put in a couple of major bits of coding.

many thanks to alex for helping me with one of them (truth be told he did the whole bit of coding himself!), as it was wayyy too complex for me to even start to do. (oh and it's like nothing ever seen in ANY dizzy game... :p )

i consider D.M.Dizzy to have been very easy to code, a lot of the puzzles were very similar, and therefore reasonably easy to do.

Dreamworld is different, there are quite a few sections that are unlike anything in D.M, and i was therefore stepping into the unknown when programming them. Having said that, i think i've done almost all of those sections now, so the rest should be pretty straightforward programming. :)

unless i think of something else to do... :p

i haven't put a screenshot up, partly cause most of the rooms haven't got anything like the level of detail that they need, and partly cause i can't be arsed!

ClientFan
23-03-07, 03:44 PM
i consider D.M.Dizzy to have been very easy to code, a lot of the puzzles were very similar, and therefore reasonably easy to do.

Dreamworld is different, there are quite a few sections that are unlike anything in D.M.

I thought DM was quite challenging enough (and therefore compelling) just in terms of exploring the map. I'm really looking forward to the suggestion that the complexity of the puzzles will increase in the next game. Some of them in the original games were absolute mindbenders, and it's great to see the Dizzyage Fan Games getting closer to the spirit of them in playability as well as just the presentation.

I couldn't even begin to do any of this stuff, so I truly take my hat off to all those who are doing it at any kind of level at all :v2_dizzy_clapping:

delta
23-03-07, 04:29 PM
the problem with doing fan games is that you've only really got the original items to play with, unless you draw your own, so you're kind of limited as to what you can do with those items. for example, everyone knows that you dig with a spade.

when i said that there are a few sections that will be unlike anything in D.M. i meant that i've been able to code more complicated stuff this time, cause of what i learnt in D.M. I didn't necessarily mean that the puzzles will be harder. besides, i thought some of the puzzles in D.M. were quite difficult.

In a way, i consider D.M. to have been a kind of 'practice' game. When i first started doing it, i really didn't plan to enter the competition, or even to give it to others to play. It just kind of grew and i decided to enter the comp with it!

ClientFan
23-03-07, 04:43 PM
the problem with doing fan games is that you've only really got the original items to play with, unless you draw your own, so you're kind of limited as to what you can do with those items. for example, everyone knows that you dig with a spade.

when i said that there are a few sections that will be unlike anything in D.M. i meant that i've been able to code more complicated stuff this time, cause of what i learnt in D.M. I didn't necessarily mean that the puzzles will be harder. besides, i thought some of the puzzles in D.M. were quite difficult.

In a way, i consider D.M. to have been a kind of 'practice' game. When i first started doing it, i really didn't plan to enter the competition, or even to give it to others to play. It just kind of grew and i decided to enter the comp with it!

There is no problem with doing Dizzyage Fan Games! The results may be 'limited' to the style and tiles of the originals, but the originals were the reason that I (and presumably many others) loved the original series in the first place.

ANY new map is always exciting, regardless of how 'difficult' it is to uncover the various parts of it or to solve the 'puzzles' to get there. Diamond Mine was exciting just by being so damned big.

And you must certainly not feel limited by the finite amount of items at your disposal... I mean who the hell would have ever thought to solve such puzzles as the 'sharp glass sword/gravestone' in Treasure Island in any way other than trial and error?

Any Dizzyage project, regardless of size, is better than nothing at all, and it's the memories they evoke that mean the most to me, at any rate. You're all 64k heroes! :v2_dizzy_clapping:

xelanoimis
23-03-07, 06:37 PM
And another thing about doing a fan game in a "limited" enviroment:

Having part of the game fixed (format, graphics, characters), the real challange
is to do a better game. You have the story and the puzzles design that you must concentrate on and this is really a lot to work on.

This gives me the most pleasure in making a game, to think and find better puzzles and design solutions. To try to guide the player through the story and puzzles, to make him understand what he is doing. And to give him the plesure that the thing he thought of is indeed the a solution supported by the game.
It is a difficult thing, but it is what makes a good game.

I don't think there are too many other fan communities, developing games inspired by their favorite series (I know of Rick Dangerous and Manic Mansion)

delta
23-03-07, 06:51 PM
i just like designing stuff.

and solving problems.

oh and i'm the pickiest person when it comes to attention to detail too...

delta
26-03-07, 10:41 PM
ok i've decided to post some more screenshots, tease y'all a bit! :p

i probably won't be posting any more now until it's nearly completed....

<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream3.jpg" width="250">
<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream4.jpg" width="250">
<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream5.jpg" width="250">

xelanoimis
27-03-07, 08:47 AM
wow, they look really great!

delta
28-03-07, 09:48 PM
i SWEAR the next game i do after this one is gonna be a small one.

this one is turning out to be rather large. The problem with that ofc, is that i have to fill it....

i've placed *most* of the items now, altho i still have quite a few left to place (and think of!) and i still have a teeny bit of the map left to draw (probably about 4-8 rooms)

all-in-all tho, i'm quite pleased with how it's coming along. even if finishing it does seem a very long way off.

xelanoimis
29-03-07, 10:04 AM
A bit of idea:
It would be nice to have some sort of shortcut(s), if the map is too big,
so you don't have to walk from one end to another too many times.
Like some secret (hidden) passage, or some crazy catapult, or some portal...
If users discover it, or activate it, they could travell faster between some locations.
Or sending items to another location, through a pipe, or dropping them in a well
(careful on this one, to avoid dead ends).
Tricky things like that :)

delta
29-03-07, 07:37 PM
hmmmm that is a very good idea....

i already have something at one end of the map that could easily be changed enough.

altho i've just had a look at maps of the original dizzy games, and 2 and 4 are only a couple of rooms shorter (one side to the other) than Dreamworld. so i'm unsure...

my games tend to go up and down more than the originals (as in Diamond Mine), so they're not all that much wider than the originals.

i think i'll leave it for the moment alex, and if you still think there ahould be one when beta testing it, then i'll change it so that there is. it wouldn't take much effort to change it.

delta
02-05-07, 04:36 PM
hi guys!

i'm on here at work, as my home internet still isn't back up yet...

hopefully it'll be up by the end of this week.

anyway, to business! Dreamworld Dizzy is finished! almost...

there's just a couple of small things that i need to ask alex's advice about, and then it'll need beta-testing. but tbh, i've been so bored the last month i think i've beta tested it to death now.

i'll post a couple more screenshots when i get my home internet back.

oh and one other thing, the game is HUGE...

Adz.M
03-05-07, 07:29 AM
Well, what can we say? :) Hope you're enjoying your new house and we look forward to seeing the game when It's ready :v2_dizzy_thumbsup:

Dizzy
03-05-07, 01:59 PM
If you'd like me to beta test ya game. I'd be more than happy to :)

delta
07-05-07, 08:24 AM
If you'd like me to beta test ya game. I'd be more than happy to :)

that'd be great, thanks!

my internet will be back up sometime on wednesday, so if you leave me a private message with your e-mail address, i'll e-mail it to you and alex sometime on friday, as i need to incorporate a few things still.

hopefully there won't be anything much needing changing, so i'm aiming for a public release of 18th May.

Peter
07-05-07, 10:18 AM
Don't know if you know, but we do have a beta testers forum here, which is only accessible to people who have signed up (http://yolkfolk.com/bb/profile.php?do=editusergroups) to the 'beta testers' group.

So far no one has used it because i forgot to post details on it, when i originally set it up:embarassed:

delta
09-05-07, 05:45 AM
right, here's the last 2 screenshots before it's released...

<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream6.jpg" width="250">

<img src="http://i63.photobucket.com/albums/h129/temptationfeeder/Dream7.jpg" width="250">

rascal
09-05-07, 09:27 AM
Having just seen the screenshots above, I think I might have to change my trousers...

Bring it on!

:drool:

delta
09-05-07, 06:19 PM
haha! wait 'til you see the game! :D

delta
10-05-07, 06:29 PM
right, the beta version is finished, and is winging it's virtual way to the beta testers.

as soon as they've finished with it, and i've done any bug fixes/modifications that they may recommend, it'll be put up to be downloaded

delta
21-05-07, 07:40 PM
nearly done folks! Andy has nearly completed it, and i think alex is working through it as we speak! there was a few bugs, but i think they've probably all been ironed out now... (fingers crossed!)

so *hopefully* it'll be ready for download by the end of the week...

Peter
21-05-07, 08:25 PM
nearly done folks! Andy has nearly completed it, and i think alex is working through it as we speak! there was a few bugs, but i think they've probably all been ironed out now... (fingers crossed!)

so *hopefully* it'll be ready for download by the end of the week...

Yippie :v2_dizzy_yahoo:

delta
21-05-07, 08:53 PM
peter, for the sake of your sanity, never do a huge game.

you'll spend forever coding it, then you'll spend forever fixing all the mountains of bugs in it, even tho you'll think you've tested it all to death...

Adz.M
22-05-07, 06:54 AM
Should be worth a play if It's that big :p :)

xelanoimis
22-05-07, 08:17 AM
It's a wonderful game, belive me :v2_dizzy_clapping:
And it is huge... it would be nice to know how fast can it be finished ( withought walkthrough...:v2_dizzy_confused2: )
I hope to finish playing it today or latest tomorrow and give Jamie all the feedback.
Alex

delta
22-05-07, 05:05 PM
without a walkthrough? :O i don't even want to contemplate that! :p

i've just had a thought alex, i'll have to send you an e-mail when i get home to tell you how to get all the Zzzs, cause there's one that you won't be able to get with your little coding trick. ;)

Annie
24-05-07, 06:08 PM
The game sounds great can't wait to play it :v2_dizzy_clapping:

delta
24-05-07, 06:45 PM
you won't have to wait long, Alex has said he's going to put it on the website tonight. :)

as soon as he has, i'll post a thread on the forums with a link.

xelanoimis
28-05-07, 04:42 PM
I've just reuploaded the 1.1 version on the DizzyAGE website.
I used the readme.txt for yolkfolk games, but fixed the dizzy.ini

There should be no [GAME] rabbit option in the download version because the game shows a message only the first time it runs. Then it remembers it in the config. The version from yolkfolk games should have the dizzy.ini fixed with this option removed so the message should appear at the first run.

delta
28-05-07, 04:48 PM
:v2_dizzy_eek: damn! andy must have uploaded the ini file he was using when he put v1.1 up. i wondered why no-one had commented...

delta
28-05-07, 04:58 PM
right, pteal's just fixed it for me :tup:

it's not a bug or anything folks, the game will still run fine, but if you want to download it again, please do, cause you'll have missed a little something.....

oh and don't worry, your save games WILL still work if you download it again...