PDA

View Full Version : Dizzyage for dummies



Whatcamefirst?
04-04-07, 11:24 PM
Hiya

As from last Friday I have just been introduced to the wonderful dizzyage editor and wonderful dizzy community not to mention being reintroduced to that funky lil oval... Dizzy:v2_dizzy_clapping:

Though I'm really not liking being introduced to script.:v2_dizzy_frown:

The map editor is fine... I think. I have been playing around with that all week and I think I have gripped the basics of it. Though I don't know where to start in actually testing the game.

Is there a very basic tutorial of how to move Dizzy around the screen and then telling you how to play you saved map? If I’m missing something really obvious I’m sorry.

I think once I have these basics mastered, I can go on to learn script gradually but at the moment I’m absolutely stuck.

PS. Congrats to the developer of dizzy age by the way and the helpful dizzyage community. I have seen a lot of script editor programs in my time but this is the first that actually makes me want to learn it!:v2_dizzy_clapping:

^^^^^^ Scrap that all except except for the congrats lol. I didn't notice the game folder... D' oh. It all makes sense now! Sorry

xelanoimis
05-04-07, 07:05 AM
I'm planning to write a new manual for the release of DizzyAGE v2.0,
more usefull for beginners (hopefully).

It will be a more practical aproach on how to do basic things, starting from the default template.
More examples, more images, etc.

Also a GS9 scripting manual for non-programmers, with a simple console,
where they could learn the script basics, outside the DizzyAGE enviroment.
Not very usefull for those who already poses programming knowlege, but very
good for those that never added two numbers in a programming language before.

And some "how to do" articles that will cover questions from basics,
like "how to add an item?" or "how to refuse an item",
to advanced tech demos, like "upside down world", "shrinking player", etc.

All above are just in the "planning state", so if you have
suggestions (like "how to do" questions), please post here
or in the DizzyAGE v2.0 wish list forum.

scissorheart
24-03-08, 05:30 PM
Is this available yet?

delta
24-03-08, 05:32 PM
the articles page is <a href="http://www.yolkfolk.com/dizzyage/articles.html" target="_blank">HERE</a>

altho it is just links to the relevant pages in the books, it is quite useful as a 'FAQ' section.

scissorheart
24-03-08, 05:51 PM
Thanks again

It's all a bit overwhelming but I guess the only way to do it is to bookworm the 3 development manuals.

Just unusre how to set Dizzy in his start location and move him about!?

Rob

delta
24-03-08, 06:00 PM
if you look in the gamedef.gs file you'll find PLAYER_BEGINX and PLAYER_BEGINY numbers that tell the game where to position him (it does this using PlayerSetPos(PLAYER_BEGINX,PLAYER_BEGINY); in the BeginNewGame() part of game.gs. The map editor displays the position coordinates in the bottom left of the screen.

regarding moving him, you don't need to tell the game to do that, the game will work that out for you depending on which tiles you've placed in the map (he will walk on top of 'Static' type tiles that have the Material set to 'block' in the map editor).

scissorheart
24-03-08, 08:04 PM
Ok - let me ask a really NOOBY question here - where can I find gamedef.gs file?

:v2_dizzy_confused2:

Sorry for asking what must seem like a very silly question!

Rob

scissorheart
24-03-08, 08:09 PM
Don't worry!

I found it!

Hehehe

Rob

xelanoimis
25-03-08, 01:35 PM
As the DizzyAGE manual saids, for a simple game, a beginner will only have to edit the game.gs and gamedef.gs files. The default Dizzy-like behaviour is implemented in the rest of the scripts, in the default template. When you get used to it, you can start understanding the content of these scripts too and you'll be able to customize it further.