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View Full Version : The Evil Wizard Zaks [PROGRESS THREAD]



Meph
29-08-11, 06:51 PM
Dunno if this will excite you or not.

I thought it was time to annouce i next Dizzyage game for the 2012 easter comp, and it has nothing to do with Dozy (he couldn't stay awake)

"The Evil Wizard Zaks"
I've decided you'll all be Zaks this time round!!
And thanks to the awesome Jetpack code Zaks can turn himself into a bat and fly around the rooms. (after all according to Magicland his Grandmother was a Vampire)

I've not come up with a full story yet or anything else just the concept, i wont start making it until the winter months i just needed to make sure i had a character and his jetpack code in full working order other wise there wouldn't be a game.. I can tell you that Zaks wants to build his own "Frankenstein Monster" ;)

Ok thats enough info for now, i have other plans but until i know i can or will do them I'm keeping quiet.


:confused:

delta
29-08-11, 07:07 PM
surely bats don't need jetpacks? :p

Meph
29-08-11, 07:16 PM
Might have broken wings?

Adz.M
29-08-11, 07:29 PM
Sounds good :) The story could be about how Zaks first became this evil Wizard we know today.

Meph
29-08-11, 07:34 PM
that might be an idea at some point..
Or it turns out Zaks was dozy all along.. after all his apparently 'sleeping' when things kick off.. lol

DYLANS THE DOOD
29-08-11, 11:12 PM
looking forward to this meph i always enjoy your games:dizzy_smile:

Lex_Hedley
30-08-11, 06:06 PM
sounds great, I do like it when you can be other characters.

Could flip the whole idea and make him good for once. And how he has a rough time from dizzy or is that unthinkable?

Meph
30-08-11, 06:45 PM
Well theres already a good wizard if anyone wants to make a game with him.

Zaks wants to commet evil deeds and your going to help him.... :D

frogandhat
30-08-11, 07:48 PM
Lookin forwerd two itt alreddy!:dizzy_smile:

Meph
02-09-11, 06:55 PM
At some point i'll post some images of Zaks, Or send them to someone too test, see if the walks and jumps are alright, feedback would be handy. (nothing worse then playing a crappy designed character)

delta
02-09-11, 07:56 PM
*how I imagine Zaks walking*

http://i402.photobucket.com/albums/pp106/eqixx/zakswalk.gif

Meph
02-09-11, 08:04 PM
:v2_dizzy_lol:

Well you'll be disappointed then. :laugh:

quiggie
08-09-11, 09:59 PM
Dunno if this will excite you or not.

I thought it was time to annouce i next Dizzyage game for the 2012 easter comp, and it has nothing to do with Dozy (he couldn't stay awake)

"The Evil Wizard Zaks"
I've decided you'll all be Zaks this time round!!
And thanks to the awesome Jetpack code Zaks can turn himself into a bat and fly around the rooms. (after all according to Magicland his Grandmother was a Vampire)

I've not come up with a full story yet or anything else just the concept, i wont start making it until the winter months i just needed to make sure i had a character and his jetpack code in full working order other wise there wouldn't be a game.. I can tell you that Zaks wants to build his own "Frankenstein Monster" ;)

Ok thats enough info for now, i have other plans but until i know i can or will do them I'm keeping quiet.


:confused:

new games always excite Meph - even if they're a while away still look forward to them :v2_dizzy_lol:

Meph
22-11-11, 04:49 PM
Wizards have many spells. While Zak's can't memories them all his got plenty of spell books around which may be handy for puzzle solving. And as for his deadly lightning bolt that will require 'power pills' After all it takes quite a bit of energy to cast one of those, luckily theres plenty around to be found.
But be careful what order you Zap things in, wouldn't want you getting stuck now would we.

Meph
15-12-11, 07:31 PM
Showing off my really good computer graphic skills.
Thought it would be better than having a black box.


137

frogandhat
15-12-11, 07:43 PM
I have just noticed something, if Zaks had a shave and lost the hat, he would look just like Giblets!:v2_dizzy_blink:

Meph
15-12-11, 08:43 PM
It's Gibblets, he spells it with two B's much like i have two L's :P
And no they don't. :v2_dizzy_blink:

lol

frogandhat
18-12-11, 02:47 PM
Sory, Meph, I obviosly carnt spel ;p

Meph
05-01-12, 03:43 PM
How many people play in dev-mode?
One of the things in playing dev mode is you can miss hidden triggers, If most people play the games in dev-mode I'll build the game around this, for example having a door close as you approach it, using the dev mode you may just skip past it and access a part you shouldn't reach yet.

delta
05-01-12, 04:44 PM
I sometimes play in dev-mode, but I'll only use dev-mode on areas that I've already explored, so I wouldn't have a problem with your colliders etc.

Meph
05-01-12, 05:22 PM
Ah good point.

Grandad
06-01-12, 10:06 AM
Playing a game in dev mode can be either for convenience to avoid long walks or to cheat as you can move to anywhere in the whole map in dev mode. But considering how many people use the help threads I'll assume that it's not a common practice. Personally, I wouldn't bother making any specific changes to game play just because someone may use dev mode, let them miss out on the enjoyment of solving puzzles the way they were designed to be solved if they want to cheat.

The only way I can think of to 'beat' the 'dev moders' would be to place each room randomly on the map rather than next to each other and use colliders to move from room to room ..but can any of us really be bothered to do that?

By the way, Gibblets will be making a cameo appearance in my next game.

delta
06-01-12, 03:17 PM
The only way I can think of to 'beat' the 'dev moders' would be to place each room randomly on the map rather than next to each other and use colliders to move from room to room ..

That's not the only way. If you turn the Dev Mode on in MFD the game turns it straight back off again! ;)

Meph
06-01-12, 04:54 PM
I don't care if people use it, i've used it myself when im hunting for the last coin or something.
I just don't want people to miss puzzles or skip a trigger or end up picking up items in your not meant to yet.

It may not make any difference in this game anyway but i thought id see what people say.

Grandad
07-01-12, 08:13 AM
That's not the only way. If you turn the Dev Mode on in MFD the game turns it straight back off again! ;)

How cool is that! Must check it out.

Meph
08-01-12, 03:12 PM
I've started building the map. (theres a slight chance i wont have this done for easter)
But like always i tend to forget a couple of things in how to use the editor.. this time i can't remember how to make it full screen!!!!!! So far everythingg else has just about stuck in my mind!


One of the biggest issues I've got with this game is trying to work the jetpack code, at the moment it works a treat but I'm gonna have to get the player to select when they use it or not (at the moment it activates as soon as you pick it up) Would this be difficult to do? I've never played with the inventory system before!

delta
08-01-12, 04:31 PM
I've started building the map. (theres a slight chance i wont have this done for easter)
But like always i tend to forget a couple of things in how to use the editor.. this time i can't remember how to make it full screen!!!!!!you can't.



One of the biggest issues I've got with this game is trying to work the jetpack code, at the moment it works a treat but I'm gonna have to get the player to select when they use it or not (at the moment it activates as soon as you pick it up) Would this be difficult to do? I've never played with the inventory system before!

The default code simply checks if the jetpack is in the inventory or not when determining whether it's active. Just change that so that it checks a game variable such as G_USEJET or something like that instead.

Meph
08-01-12, 05:21 PM
Alright cheers, I'll give that look.
Thought i had it full screen once, must have imagined it. oh well.

Meph
08-01-12, 06:16 PM
Do you mean changing the InventoryHasItem bits?

delta
08-01-12, 06:19 PM
yes, that checks the inventory for the jetpack. Change that to a different check that you can control. :)

Grandad
09-01-12, 09:13 AM
Meph, do you mean increasing the map size? If so, then it's just using the + or - keys.

I'm curious about using global variables for activating an item in the inventory. Does that mean that you can activate an item in the inventory no matter where you are on the map rather than having to be touching a collider or action object? If so, how does that work as the action.gs file seems to suggest that the item is reliant on the object?

delta
09-01-12, 04:45 PM
I'm slightly unsure what you mean. The jetpack coding checks if the jetpack is in the inventory, and if so, uses it. I was saying to meph that he could use a global variable alongside that check to control when it's used, rather than having it automatically activated when he picks it up.

So for instance, you'd action a sign that said 'take off point'. Or something similar. This would then activate the global variable.

Meph
09-01-12, 06:21 PM
Do you mean changing the InventoryHasItem bits?


It doesn't seem to like that being changed.


Think this is going to be a pain the the arse for me, the more i think about it. I'll have to add some more menus so the player can click yes or no to use it, or even drop the object, the player will need to access it as and when they see fit.
I guess it's a bit like switching characters. I dunno I'll have to think about it.

Grandad
10-01-12, 10:24 AM
What Jamie seems to be saying is that to use the jetpack at certain places such as 'take off points' then you just need to amend the jetpack coding to activate when you action a 'take off point' that includes a check on whether you are carrying the jetpack. Otherwise it is just an item you are carrying.

It would seem that if you want to be able to use the jetpack anywhere on the map as long as you are carrying it then you will need to add some extra coding. Jamie might be able to help here, but you may be able to fiddle around with the 'question dialog' at the end of the dialog.gs file that activates when you select the jetpack in the inventory so that a yes answer would be the trigger to activate the jetpack rather than it activating when you pick it up. Possibly the jetpack on the map being just a 'dummy' item and and the yes answer changing the status of a hidden object so that the status change is what activates the jetpack coding.

Of course, jamie may respond by asking how long I've lived in Cloud Cuckoo land.

delta
10-01-12, 03:35 PM
Possibly the jetpack on the map being just a 'dummy' item and and the yes answer changing the status of a hidden object so that the status change is what activates the jetpack coding.

you don't need to change the status of a hidden object, just change the status of a global variable (you could call it G_USEJET or something similar). That way you don't need to have an object, and you can still check for the status.

I *think* I did something similar for the translation scroll in ETD, where if you select it in the inventory, it asks if you want to examine or drop it. examining it changes a global variable, which is then picked up by the HUD code, which then displays the scroll on-screen. All you'd have to do is have a menu with 'drop' and 'use' options instead.


Add an item-specific function for dropping the jetpack (it's one of the functions noted at the top of game.gs), then add code to it which calls a yes/no menu (you can change the option names), then drops the item as normal if you select 'drop', and changes the global variable if you select 'use'.

Meph
10-01-12, 09:15 PM
Playing around with the Dialog question, never looked at useing this before so i'm still working out how to use it properly.

Meph
11-01-12, 07:43 PM
I've tried switching Ids, and adding a second object and trying to switch between the two but nit seems to work, Yet.

If i bring up the Dialog question when picking it up and select yes or no i can't get in into Dizzys inventory, at best it makes a duplicate. ?? (EDIT I thinI'veve fixed this bit)

Edit gotten closer, Dizzy can now hold the jetpack like a normal item but has the jetpack movements, closest i've gotten so far.

Meph
14-01-12, 03:44 PM
Ok so Dizzy can now hold it as a normal item, but when he wanted to use it he changes but the custom movements don't kick in (in fact i can't move him at all?? . After a week that's as far as I've gotten.. lol i gonna get this right before Monday morning!!!!!

Meph
15-01-12, 09:47 PM
Exciting.

delta
16-01-12, 07:55 PM
what's that red white and blue thing?

Meph
16-01-12, 11:37 PM
Zaks.

Meph
26-01-12, 03:16 PM
Does anyone want to "ride" the Spook house? ;)




152






:D

quiggie
26-01-12, 07:05 PM
ooooooooooohhh i'm looking forward to riding through there :)

decanos78
27-01-12, 03:03 PM
I was reading in one of the other posts that you said that you might put dozy as really zaks.. lol
dozy's always asleep, you could do the ending that dozy was just having a nightmare.. lol the
game was just ALL a dream.. but this sounds interesting, playing as zaks instead sounds cool,
also building a frankenstein monster sounds very... seymour goes to hollywood.. I loved that
game... can't wait for this to be completed for play.. :v2_dizzy_yahoo:

Meph
27-01-12, 04:58 PM
Nah I'm not doing the Dozy game this time, maybe next time.
But things have changed slightly since i last spoke about the game, I was going to have Zaks build the Monster (getting the player to find all the body parts) But iv'e decided to cut it down and zaks just needs a Brain and find away of bringing it to life.. (Good job Victor's lab is near buy huh) lol



I'll post a story a later on. but Zaks and the yolkfolk are on speaking terms none of them are really that helpful so he will have to find ways of getting what he wants :devil: Dizzy however is roaming about trying to find out what Zaks is really up to.. best to avoid Dizzy!!!!

There's also some familiar places.. as you can tell from one of the above screen shots, and im currently getting the Spook train working :D (a bit of fun with that.)

The only thing i'm uncertain with is getting the blasted jetpack sorted! This will impact the whole game.

:egg:

Meph
06-02-12, 04:04 PM
Seems i only have 3 or 4 puzzles left to code.
But far from finished.

:cool:


I guess time is slowly ticking away.

xelanoimis
21-02-12, 09:22 AM
Meph, let me know when you want me to add it to the competition page - and with what screenshot or short details.

Meph
01-04-12, 04:17 PM
I doubt I'll have it finished.
While theres not alot to do, it's quite a small game really i just don't have the time.
UNLESS i get it complete over easter this weekend, Other wise that only leave me with a couple of free evenings before the deadline, plus it will need testing.


I thinking about pulling to altogether from this year and have it ready for next, Which means i might make it bigger.

Meph
08-04-12, 04:01 PM
Should be ready for beta testing by the end of the week (no later than Friday i hope) if anyone wants to have a go.
Got a few bugs to fix and couple of tests myself and the HUD.

SALEHMARLEY
09-04-12, 10:10 AM
Hey Meth,
I would luv to test it but I think I wouldn't have the time needed to put my full into it...however, now I finished mine, I actually can't wait to get stuck into your games(at my snail pace of course and inclusive of Grimm!!!) once it is fully completed and tested!!! I feel I can relax and get into others work now :-)

Meph
11-04-12, 07:56 PM
Well it wont be ready by Friday, i'll need the weekend to finish, although it can be tested without a final HUD or final 'scene' if needed. :v2_dizzy_thumbsup:

But it looks like it wont have any sound, but i'll keep looking for the problem, be a pity had some fun tunes :P
:hitwall:

SALEHMARLEY
11-04-12, 09:52 PM
Well it wont be ready by Friday, i'll need the weekend to finish, although it can be tested without a final HUD or final 'scene' if needed. :v2_dizzy_thumbsup:

But it looks like it wont have any sound, but i'll keep looking for the problem, be a pity had some fun tunes :P
:hitwall:

Hey Meth,
Not sure whether this helps or not but the same happened to Yolkfolk prophecies!!!?
Like I say, not sure if it helps but I had another download of Dizzyage on a USB stick....I loaded the map into that and copy and pasted the individual scripts and low and behold, sound again!!!
Worth a try if you havn't already!!!!

Meph
11-04-12, 11:12 PM
Yeah that was my next task.

Meph
12-04-12, 07:44 PM
yep it worked.
I just unziped dizzyage again and swaped the files. Dunno why i didn't try that first. :v2_dizzy_thumbsup:

SALEHMARLEY
12-04-12, 09:43 PM
Glad it worked mate, that stumped me for a while...although, i'm sure you would have got round to it in the end!!!

Meph
15-04-12, 07:22 PM
Will be ready for testing this week.
Just got to have a run through myself and coble a HUD together.
But other than that im not doing any more.

Meph
16-04-12, 09:13 PM
Should be some screen shots.

SALEHMARLEY
16-04-12, 09:34 PM
Looking good Meth!!!!

Meph
17-04-12, 07:58 PM
Hey Meth,
I would luv to test it but I think I wouldn't have the time needed to put my full into it

Ready for testing, Room for one more if you still want to have a play.
Just need you email address if you do.

SALEHMARLEY
17-04-12, 10:35 PM
Ready for testing, Room for one more if you still want to have a play.
Just need you email address if you do.

Why not indeed Sir....just PM'd ya!!!

SALEHMARLEY
29-04-12, 10:14 AM
Times ticking mate!!!!!

Meph
29-04-12, 07:24 PM
Sending this off in a few minutes.

I tried to make some changes but decideed to delete them and leave it, there wasn't enough time treallyly develop them correctly.

Well i hope people enjoy it, for what it's worth.

Grandad
30-04-12, 09:05 AM
I'm looking forward to flying through the air in my jet pack. That and being an anti-hero