View Full Version : Spellbound Dizzy Lite v1.11 (DizzyAGE Remake) [DOWNLOADABLE]
The remake of Spellbound Dizzy Lite is now available to download. Enjoy!
<img src="http://www.yolkfolk.com/media/images/screenshots/SpellboundLite.png" />
<b>Localisation</b>
This is the first of the remakes to include language localisation, i will make the language files available on request for translation, these will then be included in the games main file when translated.
With v1.1 we have a polish translation thanks to Dizzy9
v1.11 Update (26/12/2011)
:egg: Fixed an issue where the water surface in the evaporator does not appear - this is due to a duplicate object id, caused by fixing a previous error in v1.1
:egg: Added some blocking material around the pipes in "the Control Center".
:egg: All scrolls are now centred on screen
:egg: Update to polish language files, and polish font.
v1.1 Update (26/12/2011)
:egg: Added polish translation, and polish font (Due to size issues with the polish font, the inventory when playing in polish will default to the standard DizzyAGE inventory dialog).
:egg: Updated the windy shaft to stop dizzy from getting thrown into the walls, and travel up in the ground.
:egg: Fixed an issue where dropping an item at the same time as picking up the trampette caused a 'unable to drop' message.
:egg: Renamed the attract screens to "press action to start" rather than space to start as this would not do anything.
:egg: Added a blocking element to the "egg eating plant" to stop dizzy becoming trapped.
Games Database Entry (http://www.yolkfolk.com/site/games.php?game_id=228)
DizzyAGE (http://www.yolkfolk.com/dizzyage/dz066.html)
Finished! :v2_dizzy_tongue:
But seriously though, to those of you who have never played the Lite version, you're in for a treat. :)
And what one of the scrolls says has a good point.....Where is Stuart Sidley these days?
quiggie
23-12-11, 08:49 PM
thank u peter, off for a play :)
Great stuff, was waiting for this.
Localisation
This is the first of the remakes to include language localisation, i will make the language files available on request for translation, these will then be included in the games main file when translated.
Great! I request those files for Polish translation.
BTW:Language files include font bitmap? Polish Alphabet (=http://en.wikipedia.org/wiki/Polish_alphabet) have more letters than english.Months ago I created a Perfect PL Font (=http://dl.dropbox.com/u/1309313/www.denine/PC/Perfect%20PL%20Font.rar). It's perfect Polish font, was used in some translations(Dizzy excalibur, for example). But it requires replacement of "4 font.fnt" and "4 font.tga" files, so it might be a problem.Still, translation can be done with english alphabet.So it's not a big deal.
I have found 2 bugs, I'm not sure where to report these, so I'll just wirte it here:
Bug1:
http://img440.imageshack.us/img440/4236/bug1k.png
Simple-Wind can blow too early when leaving starting cave.Not a big bug(you end up on upper screen, and nothing crashes), but I feel responisbility to let you know.
Bug2:
http://img542.imageshack.us/img542/4096/bug2w.png
This happens when you try to jump on the plant-you'll get stuck forever.
Thank you Peter for your hard work.:v2_dizzy_clapping:
Great stuff, was waiting for this.
Great! I request those files for Polish translation.
BTW:Language files include font bitmap? Polish Alphabet (=http://en.wikipedia.org/wiki/Polish_alphabet) have more letters than english.Months ago I created a Perfect PL Font (=http://dl.dropbox.com/u/1309313/www.denine/PC/Perfect%20PL%20Font.rar). It's perfect Polish font, was used in some translations(Dizzy excalibur, for example). But it requires replacement of "4 font.fnt" and "4 font.tga" files, so it might be a problem.Still, translation can be done with english alphabet.So it's not a big deal.
The font replacement will work fine with the locale system that i've implemented, i'll send you a PM with a link to the language files.
I have found 2 bugs, I'm not sure where to report these, so I'll just wirte it here:
Bug1:
http://img440.imageshack.us/img440/4236/bug1k.png
Simple-Wind can blow too early when leaving starting cave.Not a big bug(you end up on upper screen, and nothing crashes), but I feel responisbility to let you know.
Bug2:
http://img542.imageshack.us/img542/4096/bug2w.png
This happens when you try to jump on the plant-you'll get stuck forever.
Ok thanks for pointing these out.
As for bug1 i'll just leave as it is because dizzy will just float up until he's free.
And bug2 i'll add an extra blocking element in there to prevent it from happening anymore.
xelanoimis
25-12-11, 12:39 AM
Congratulations Peter!
And thanks for such a nice Christmas preset :)
Alex
Bag of Magic Food
26-12-11, 05:57 AM
What's the basis for the "You can't drop this now!" messages? I got it every other time I tried to drop the trampette, for one thing.
What's the basis for the "You can't drop this now!" messages? I got it every other time I tried to drop the trampette, for one thing.
I've just taken a look at this, i believe it is due to the invisible 'jumping' material that is under the trampette has not yet been disabled and so the games engine is refusing to let you drop an item in the same spot.
I've got an update to upload today with the polish translation, and a few other fixes so i'll get this one fixed aswell.
V1.1 update now available to download, see links in the first post on this thread.
I'm sorry to bother you, Peter, but Dozy is now saying
"WHAT ABOUT THOSE SHEARS?" two times, instead of "OH, THEM! CLEAR FORGOT ABOUT THEM! -I MUST HAVE BEEN HALF ASLEEP!"
Not really a thorrible bug, but:
http://img267.imageshack.us/img267/7269/spellboundlite.png
Why I can't drop items here?
Oh, About polish translation-there are some bugs too, I'll send you details via Private message.
Arh! more bugs
ok all fixed will upload v1.11 later :embarassed:
All issues listed above have been fixed, version v1.11 now online
Wow, that was fast.
I completed the game with no bug spotted.
Polish translation is working great.
Window(scroll) centering works like magic.
Congratulations.
Bag of Magic Food
27-12-11, 05:38 AM
Okay, I started version 1.11, and right away I noticed that the lever graphics are missing. :v2_dizzy_confused2: The game is going pretty well so far otherwise; I didn't get stuck in the plant this time. :cool: A few of the mechanics feel questionable, but I'll have to play some more and compare to the original before I go into detail.
Okay, I started version 1.11, and right away I noticed that the lever graphics are missing. :v2_dizzy_confused2:
Somebody on our Facebook page was having the same issue on v1.0, and he's also a Win7 user.
I've never had problems with the lever graphics as they do show up for me. :confused:
Ok, not a real bug but, When I try to run game in full screen the I get an error message:
ASSERT: 0<=voiceidx && voiceidx<SOUND_VOICES
[cDizSound::SamplePlaying; 261; .\DizSound.cpp]
Choose YES to exit, NO to ignore and CANCEL to break.
I just started playing, and noticed something rather strange. If you open the inventory, dizzy disappears from the screen! I suspect this has something to do with the way you've coded items to appear in the inventory, but can't think why...
oh and 'anxious' is spelled wrongly. sorry!
this still happens:
http://img542.imageshack.us/img542/4096/bug2w.png
EDIT:: oops, I downloaded it from DizzyAGE where it's still v1.0! oh well.
You can also get stuck under the pipe near Dora.
I'm also completely stuck. I have the screwdriver now, but can't find anything to use it on. I can also get down to the plant but can't take anything down there with me to do anything to it as I need 4 rocks to get down there.
You can also get stuck under the pipe near Dora.
I'm also completely stuck. I have the screwdriver now, but can't find anything to use it on. I can also get down to the plant but can't take anything down there with me to do anything to it as I need 4 rocks to get down there.
certain items carried with 3 rocks will take you down to the bottom ;)
also i thought i fixed the pipes issue, are you using v1.11?
finished now. great little game!
but who would have thought that garden shears and a fishing net would weigh as much as a heavy rock? :v2_dizzy_dry:
are you using v1.11?
no, v1.0 from the DizzyAGE site. I didn't see the pipes issue mentioned on here (although it might have been)
EDIT:: oops so it was!
finished now. great little game!
but who would have thought that garden shears and a fishing net would weigh as much as a heavy rock? :v2_dizzy_dry:
One of the several things in this version that don't seem to make any sense!
i mean why does dozy who is sleeping have a pair of gardening shears on him?
Bag of Magic Food
28-12-11, 06:19 AM
certain items carried with 3 rocks will take you down to the bottom ;)
But in the original version, the net and shears each counted as the weight of one rock at all times, not just when you were also carrying three rocks. I feel it's less confusing in the long run for those two items to be heavy at all times than for them to suddenly gain weight out of nowhere in one context--and you can't take both to the bottom together anymore, as carrying two rocks won't cut it! Plus, I would have liked to be able to use the net as a counterbalance to the umbrella so I can cross to the left side of the top of the chasm safely, in case I went up to the pool before giving the umbrella to Theodore.
The other really questionable thing, as I feared, is the fall damage. As it's implemented now, it seems to punish Dizzy a lot more for rolling than for falling. There are places like the crusher and the clouds leading to the leprechaun where I have gotten Dizzy to take a big chunk of damage just for rolling pretty far when he hardly fell at all. A roll-to-concussion even allowed me to bypass the crusher without using the jack! Is there a relative height check for landings involved in determining fall damage, or is it all based on the time elapsed until Dizzy stands up again?
It's interesting how you changed it so that you can pass in front of the trampette and mushroom as in the 16-bit versions, and also how the mushroom now works just like the trampette (or like the mushroom in Dizzy the Adventurer), where you have to jump continually to increase your height rather than getting the one maximum bounce immediately. It makes it so you have to remember to hold the jump button when crossing to Dozy's area. That may change the strategy for the long game somewhat.
It's also curious how you added some blocking material to places it doesn't appear to be needed. It used to be that Dizzy could stand in front of this entire green paneling:
http://img.photobucket.com/albums/v299/RyanFerneau/Dizzy/infront.png
And this is even more minor, but Dizzy could also stand on the evaporator and condenser before:
http://img.photobucket.com/albums/v299/RyanFerneau/Dizzy/ontop.png
Hey, you know that problem in earlier versions where Dizzy was getting stuck on the corner of the plant? I found out that happens in the Commodore 64 original too, but if I have an object handy, dropping it will eat away enough of the ceiling that Dizzy can slip out.
Here's another place over the crusher where Dizzy can get trapped forever on both Commodore 64 and DizzyAGE:
http://img.photobucket.com/albums/v299/RyanFerneau/Dizzy/crushtrap.png
Hmm, as for other entertaining ways to make the game unwinnable, I know you can drop a key item on Shamus's head, then give him the talisman, leaving the first item floating where you can no longer reach it. For something silly that doesn't ruin your game, you could leave another object in the evaporator before dumping in the water. No harm done, as pulling the lever makes that object available again, and even a soaking wet ZX81 will work to start the pumping station. :vhappy:
Then for typos, I saw "You hit the ground to hard", and a big "heelo" to David Darling. I don't know what's up with the invisible levers, as I'm using Windows XP, and I did see them the first time I played version 1.0.
SALEHMARLEY
28-12-11, 11:06 PM
Hmmm, very cynical.....dare I ever bring my game out;)
Grandad
30-12-11, 10:13 AM
Of course you should Saleh. When you consider it finished just ask for a couple of people to test it for you as they will always spot most of the silly mistakes as I well know from previous experience. Apart from that, people are more forgiving when it's somebody's first game. Besides, look at all the fan games already published, 99% of them have had to make updates for bugs found.
DizzyFanUK
30-12-11, 11:39 AM
A great game Peter. Thoroughly enjoyed playing it.
It's been interesting reading this thread about how this game compares to the original. And most bugs seem pretty simple issues and didn't really impact how I played the game.
But challenge is the best to way to improve quality.
Question - does the minecart have any purpose? Is it supposed to do anything other than disappear when you activate the lever? and where does it go?
I didn't play the original - so wasn't sure if this is supposed to happen
Bag of Magic Food
30-12-11, 12:36 PM
In the full game you take a ride in the mine cart, but in this version it's just an obstacle for an easy first puzzle.
Spooky3
31-12-11, 11:35 AM
i have a question for all of your dizzy fans out here.........does anyone have a good version of the spellbound dizzy original game to spare......maybe a version in wich u can save?
Come Easter the full version will have been released, which will enable you to save
boss Hogg
01-01-12, 06:43 AM
Great to play this version again.
NIce one peter.:v2_dizzy_clapping:
And Looking forward to Easter.
Just got round to doing this and was able to complete it without any help.. :v2_dizzy_lol:
I didn't find any other bugs playing the most recent update.. but it wont let me open the readme file!! (Access denied?)
Never played this one before i aways had the full version and i don't remember much of that so I'm looking forward to that when it comes out and how it compares to the lite version. (What was the point in them making the lite version anyway? it's makes a really small game)
What did the original scrolls say?
Anyway i enjoyed that, thanks.
Roll on easter :D
Bag of Magic Food
14-01-12, 09:44 PM
Huh, I loaded up the game again today, and suddenly the levers were back. So I really couldn't guess what makes them disappear. Maybe they need more... virtual memory, or something?
I suppose if you wanted to get fancy with the Polish translation, you could find a way to enlarge the room title box whenever the title is too long for it.
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