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View Full Version : Mysterious Realm Dizzy [PROGRESS THREAD]



Meph
28-01-09, 09:37 PM
Just a little sample, couple of basic rooms.
might spark an interest :D

Colin
28-01-09, 09:44 PM
looking good so far!:v2_dizzy_thumbsup:

Annie
29-01-09, 08:34 PM
Looking good, when are we going to be able to play it :D

Meph
29-01-09, 09:21 PM
Not anytime soon.

might be ready for testing by the end of febuary,
Also depends when i get back to work, making the most of the time off at the moment.

Meph
31-01-09, 01:05 AM
i may call it Mysterious Realm Dizzy

quiggie
31-01-09, 07:28 PM
mmmm looking forward 2 this one meph - hope i do better than with treasure island :v2_dizzy_walkman:

Annie
31-01-09, 07:30 PM
Love the name Meph, you keep it as that :D

Colin
31-01-09, 07:47 PM
yes, I like that name too!

Meph
31-01-09, 10:16 PM
Don't wanna give too much away...
But i also wanted to show off some other style rooms,
The kinda of stuff that makes your heart beat faster :P


Dam Zaks!

AndyC
01-02-09, 03:23 PM
All looking very interesting. I look forward to being able to give it a try.

Colin
01-02-09, 04:26 PM
I think we get the point! :)

xelanoimis
02-02-09, 08:52 AM
Hi,

Make the ground a bit more random looking. I mean don't just pick a ground tile and draw a plain bar of tiles with it, just because it's a rectangular shape you need. Try to avoid visual patterns in the ground tiles, like you can see in your last screen shot. Remember you can rotate or flip such a ground tile.

The title is cool, but make sure it's gonna be something really mysterious about this realm, because in a lot of Dizzy games there's some realm with more or less mystery in it :)

Good luck with the game!
Alex

Meph
02-02-09, 06:01 PM
yeah not all the rooms are 'flat' looking or the same, but Only when its sometimes it just doesn't warrant anything more.
Plus lets not forget the first dizzy game.. . that was very square and had visual patterns in the ground titles..its not that much different from that..

I got a list of things that need fixing and a few things i now what to change, and a few other bits and bobs i haven't even started yet.. and polishing up.


Not sure if theres anything mysterious going on.. other then Dizzies in unknown territory after being zapped away and hasn't got many friends around to help him.. there all been captured! Kinda like Magic land i guess.. that wasn't all that magic either!
lol Treasure island didn't have a much treasure and Fantasy wasn't that fantastical.. lol Keeping in the spirit of the games.
Plus theres a slight mystery about this stange place.... and im not saying anymore.

Anyway... onwards.. so much left to do.


EDIT: feel better now I've had something to eat!
Last comment on this for now... i was gong post the story but I've decided to hold that back, Really looking forward to feedback when its ready, as well as the normal hair pulling stuff there a few things i really need a second opinion on.

But as i say thats it for now.. once i have made a HUD/intro screen I'll post a screenshot for opinions but other then that theres nothing more to say until its ready for testing. , and I'll releases the story at a much later date... just in case i decide to change things around!

Meph
08-02-09, 06:16 PM
:P

delta
08-02-09, 06:30 PM
aha nice HUD!

the border also looks a lot better than your other two games. :v2_dizzy_clapping:

Meph
08-02-09, 07:32 PM
yep, i just hope people don't mistake the boarder for a wall.. that was my only concern really.

Giving it another full test and it all works okay, the first test i ran into a couple of problems but everything how it should be.

I've added music.. the same track drives you nuts after a while and so music changes depending one what part of the map your at, plus you can't have a nice bouncy track while running around a tomb or a castle really... lol it just dones't fit.


And yes we have a proper ending this time!

I think over all it might be about the same size as Emerald city, i can't make it any longer without dragging it out and repeating myself, its much harder i think as well but the puzzles are might more logical i hope... much more fun.

delta
08-02-09, 07:51 PM
sounds like you're a lot further on with it than i am with IID....

Meph
08-02-09, 08:05 PM
Well, messing around with it for the past 3/4 weeks, every night for about 6/7 hours a night.. sometimes more. lol Got no work on so i have lots of free time, wanted to make the most of it.

Plus its not complicated by any means.. makes you wonder were all the hours were spent lol

I need to fix the texts anyway, i noticed some spelling erros, and other bits and bobs that didn't sound right.

delta
08-02-09, 08:11 PM
wow, i'm lucky if i get 7 hours a week to spend on IID!

Meph
08-02-09, 08:35 PM
Well thats why i work weekends and evenings during the summer to get me though the winter months. losing your job two weeks before Christmas is a big blow but knowing how much work is lined up come may gotta make the most of it, but nothing is set in stone. Id rather spread it out during the year but its not possible, and i can't go on holiday either unless i have a solid winters work to justify taking 2 weeks off in the summer.. and i really want to go visit a friend :( on average i end up with 4 months with no work.. sometimes more depending on how wet the summer is. (rained off) id be stuck with out the overtime in the summer. Its a terrible set up, i should get a proper job really.

But anyway thats my problems... . but things are getting better, once my friend retires I'll get all his clients!! :D


id be pretty board during the slow winter without dizzyage and animation work to keep me busy.. things i get very little time for come summer, and thats why Mysterious Realm Dizzy has had many hours over a short time. im kinda sick of the sight of it now, when you get to sleep seeing pixels you know its time for a break. LOL

delta
08-02-09, 08:54 PM
haha yeah i know what you mean about being sick of the sight of it.

that's why i spent a week doing WWD in the middle of coding RRD, cause i was sick of it!

anyway, good luck with it, and with your work! I'm off to bed now.

Meph
14-02-09, 08:55 PM
Just one more little teaser... not alot in this room.

Question is does it excite you?



http://i172.photobucket.com/albums/w9/Wombstar/090214_2039_53.jpg

delta
14-02-09, 09:00 PM
wow meph! Looks like you're really getting the hang of coding games!

it's funny, i was just thinking today that upside-down stuff is about the only thing i haven't now tried to do...

Annie
14-02-09, 09:02 PM
Yes am very intriged (sp?) an upside down room :v2_dizzy_fingers:

Meph
14-02-09, 09:43 PM
I don't recall it being in a fan game before so i thought id give it a bash.
Tried it last year and couldn't get my head around it but this time i picked it up quite easily.. The hardest part it build the dam map for it... you can really get in a muddle. and its not just a case of flipping the blocks round.. unless i did things the hard way..lol

The Tech demo was very useful.

I kept it pretty simple for a first go, but i might do something more complex with it on the next game, I got so many new ideas and things that wont work in this game, due to the story, and i want to save something new for the future. In fact i almost made that game (Haunted house Dizzy) instead of this one but at the time i didn't have a full concept, and things didn't quite tie together. Most of Mysterious Realm came from ideas i had during Emerald city what wouldn't fit or i couldn't do. The same thing is happening again.
But i'll worry about that next year :P



Edit: Dizzy in fact has red boxing gloves.. i added the colour ones. never liked the white one!

delta
15-02-09, 07:44 AM
interesting, one of the little mini games in IID was going to be called Haunted House Dizzy, and i changed it to Ghost Bash Dizzy *just* before writing about it on the forums :v2_dizzy_tongue2:

oh and Fantasy World Dizzy has an upside down world.

Meph
15-02-09, 05:02 PM
lol, well i had a neat idea about dizzy running around a haunted house and it just opened up possible ideas that wouldn't work in any other environment, but i not sure theres enough substance for a good story, which is why it was dropped. Either way those cool ideas will pop up just in the next game.. either if its called Haunted house or not.. they just don't work in the current game.

Mysterious Realm was orignal titled Fairytale land or world when i first got the ideas back in July, But things developed into something else.. yet its remains can be found within the Realm.

delta
15-02-09, 05:08 PM
you never know, sometimes numerous ideas can spring from one. TTD is an example.

there are loads of things you could do in a haunted house. aside from two types of ghosts in the tiles, you could also use the vampire character, and have stuff like slime and cellars and doors that close when you get near them, stuff like that.

it doesn't have to be a large game.

Meph
15-02-09, 05:59 PM
i know.. you'll see were the ideas came from while playing Mysterious realm!
;)


I can't get my attract mode to play.. i've build the room, changed the correct files.. but it keeps getting over written?

delta
15-02-09, 06:04 PM
hmmm not sure there, i replace the default attract code with a version of the old one that i prefer.

only thing i can suggest is that you haven't changed the code in gamedef.gs?

delta
15-02-09, 06:06 PM
btw, are you entering your game in the DizzyAGE compo? announce it in the thread if you are. :)

Meph
15-02-09, 06:19 PM
The game will be ready for the comp but theres a few things i need to sort out first.. one is this menu so i can use that, and i might be breaking one of the game rules.. but need to check that.


I set the attract mode to 1 as it says, and added the correct position... have i missed something else?

delta
15-02-09, 06:32 PM
tbh i don't know, as i said, i pretty much junk the default dizzyage 'attract' mode and put a different one in my games.

i honestly don't know which game rule you'd be breaking. i assume you have more than 10 rooms, and a few characters and items?

i also assume you're writing it in english? :p

Meph
15-02-09, 06:44 PM
didn't know there was a default one.. lol maybe thats why it wont work.

I might not be breaking the rule, and im not sure if its allowed.
Don't want to give puzzles away either..lol

Meph
15-02-09, 06:52 PM
ah.. i had to delete
// cover
if(GameGet(G_COVER))
HudDrawTile( menuid, 8,48,240,136, 8,48,240,136, 0, 0 );

from the handler script

ok im getting there lol

delta
15-02-09, 06:55 PM
ohhhhhh

you mean the cover screen! there is a 'cover' screen for painted images to be displayed. if you don't want it, just remove it from the code (GameSet(G_COVER,1); or some other similar code) in the mainmenu in menus.gs

the Compo rules are:

All games must be developed with the DizzyAGE engine.
All games must be finished and submitted before 1st of May 2009.
All games must be in english language.
All games must have at least ten rooms, a few items and some characters.
Games will be voted by fans, so anyone can participate, even prize donors.
Both single person and team developers are accepted.
More game entries per developer are accepted too.
You only win with your best entry (not a prize for each of them).
Fun and gameplay should score before size, graphics or programming skills.
Prizes will be obtained in order of the winning votes (see prizes).
Winners will be announced on July 1st, after two months of voting.
The competition rules may be bend or changed if necessary.

Meph
15-02-09, 07:02 PM
ha i found it.
It worked when i deleted it from the game handler folder, but I've put it back and changed the menu folder.

Yeah i know the rules, i was reading them earlier today which made me question one of my puzzles.

Meph
15-02-09, 07:17 PM
Another thing that has been happening since i started making this game is everything i die (game over) and restart.. or just press the restart button i get this error messages and it exists back to the desktop. not sure why i hadn't touched anything at the time i was still building the map.


Exception_INT_DIVIDE_BY_ZERO at address 0x4288c4
gsRand <gsVM; ;Run <gs_runfn < cDizScript;;CallHandler <cDizplayer;;Update < cDizGame;;Update < cDizApp;;Update <AppOnRun < e9App;;Run < main

delta
15-02-09, 07:23 PM
hmmm it's doing it both on death AND on menu option restart?

the only common factor is that they both call the start.gs file. there must be some variable or something you've put in there that divides by a number. that number must start off as greater than one, but get reset to 0 in the course of the game, then when it tries to divide by it when restarting, it doesn't like it and quits. DizzyAGE *<b>REALLY</b>* doesn't like dividing by 0. who can blame it? have you ever tried it?

try checking some of the properties of objects in your map, or variables that you may have changed. sometimes (with baddies etc), if you have a specific object property set to 0, it will throw that error up.

EDIT:: is there a game error before the engine error that you've posted?


Regarding your puzzle, i don't think that there are any restrictions on what puzzles you can have. i think that even specific puzzles in a different language may be ok, provided people don't really have to be able to speak that language to solve it. (it would be a real pain if they had to).

Meph
15-02-09, 09:06 PM
no other game errors.

but this was happening ages ago, I'm not sure i even had baddies added at the time..lol i doesn't do it on death until you've lost your last life..

xelanoimis
16-02-09, 11:14 AM
The divide by zero error was reported when the random function (gs_rand) was called from the script, probably with a 0 value. Check all gs_rand calls and see what values they receive. Usually the script line where the error happened is reported. If not, you can test the values before sending them to gs_rand and stop with gs_error to see the script call stack.

Or you can use print calls to track how far the execution goes, until crash.

Meph
16-02-09, 07:40 PM
I've not called the gs_rand for anything.. not that i know of.
I've gone though every folder and i can't find anything.. even comparing it to untouched folders.

would be easer if was able to remember when i stared getting the message.. i know it was early one.. i had hardly done anything lol

Nope its not in the script.

delta
16-02-09, 07:43 PM
if you're still getting it by the time you need it beta testing, send it to me and i'll look over it for you.

Meph
16-02-09, 08:15 PM
well I've looked at every folder, everything that has gs in it using the search and don't seem to be anything to change.

I thought maybe i bugged up the handler folder but i swept mine for a un touched one and it still does it.
even put in a unused 'game' folder and it still did it. (i couldn't get out of the intro mode naturally but i was still able to access the 'restart' button.

delta
16-02-09, 09:01 PM
that's odd.

have you tried replacing the configuration file?

Meph
16-02-09, 09:13 PM
just tried that, and it had no effect

Colin
16-02-09, 09:30 PM
I checked the scripts in my game and there are gs_rand calls in the attract mode that I swapped out with one from one of jamie's games. If you say that it breaks when returning to there. It's in menus.gs

here's the code i used



func MainMenu()
{
GameSet(G_PAUSE,0); // unpause the game
PlayerSetPos(PLAYER_MAINMENUX,PLAYER_MAINMENUY);// set player position in the mainmenu room
PlayerSet(P_LIFE,100);
MusicFade(0,0); // set music fade options
MusicPlay(MUSIC_CAVES); // plays default music
PlayerSet(P_DISABLE,0);

// mainmenu loop
//frame = 0;
while(true)
{
stop;

// foul around
if(gs_rand(10)<=1 && PlayerGet(P_STATUS)==STATUS_WALK)
PlayerSet(P_DIR,gs_rand(2)?-1:1);

if(PlayerGet(P_DIR)==-1)
SetKey(KEY_LEFT,1);
else
SetKey(KEY_RIGHT,1);

if(gs_rand(10)==0)
SetKey(KEY_JUMP,1);

if(gs_rand(30)==0 && PlayerGet(P_STATUS)==STATUS_WALK)
PlayerEnterSpin(gs_rand(2)?-1:1);

if( GameGet(G_KEYSHIT)!=0 ) // any key hit
{
ret = 1;
if( GetKeyHit(KEY_ACTION) ) break; // start
if( GetKeyHit(KEY_MENU) ) // main menu
{
GameSet(G_PAUSE,1);
ret = OpenDialogMainMenu(); // 1=start,2=load,0=nothing
if(ret) break; // start
GameSet(G_PAUSE,0);
}
}
}

ClearKeys(); // clear any resident keys

if(ret==1) // start new game
{
GameSet(G_COVER,0); // hide cover

BeginNewGame(); // call user function to begin a new game (set player's position, etc)
}
}

Meph
16-02-09, 09:40 PM
umm..
i've not really changed that section., not touched the gs bits anyway

EDIT: replaced my menu folder with the default one and it still does it.
And theres nothing wrong with the map.. that works fine... so it has to be in the script.. looks like i'll have to replace every folder and see what happens.. lol


well that didn't work, i replaced my folders with un touched ones and it still happens...
It works if i replace all the folders.. lol ARGH!!!

delta
16-02-09, 10:01 PM
try the handlers.gs file

or start.gs

those are the only ones i can think of off the top of my head if you've already replace menus.gs and game.gs

delta
16-02-09, 10:06 PM
i say that because the following are called when you restart the game from the menu:


menus.gs (obviously)

calls:

start.gs (to restart the game)

that calls:

menus.gs (to play the start menu. if it doesn't get this far then it's not a problem with this file)

handlers.gs is also called (i think) when restarting the game.

roomprops is called too (i think), to re-load the room properties, but i doubt this is your problem.

delta
16-02-09, 10:09 PM
I checked the scripts in my game and there are gs_rand calls in the attract mode that I swapped out with one from one of jamie's games. If you say that it breaks when returning to there. It's in menus.gs

here's the code i used



func MainMenu()
{
GameSet(G_PAUSE,0); // unpause the game
PlayerSetPos(PLAYER_MAINMENUX,PLAYER_MAINMENUY);// set player position in the mainmenu room
PlayerSet(P_LIFE,100);
MusicFade(0,0); // set music fade options
MusicPlay(MUSIC_CAVES); // plays default music
PlayerSet(P_DISABLE,0);

// mainmenu loop
//frame = 0;
while(true)
{
stop;

// foul around
if(gs_rand(10)<=1 && PlayerGet(P_STATUS)==STATUS_WALK)
PlayerSet(P_DIR,gs_rand(2)?-1:1);

if(PlayerGet(P_DIR)==-1)
SetKey(KEY_LEFT,1);
else
SetKey(KEY_RIGHT,1);

if(gs_rand(10)==0)
SetKey(KEY_JUMP,1);

if(gs_rand(30)==0 && PlayerGet(P_STATUS)==STATUS_WALK)
PlayerEnterSpin(gs_rand(2)?-1:1);

if( GameGet(G_KEYSHIT)!=0 ) // any key hit
{
ret = 1;
if( GetKeyHit(KEY_ACTION) ) break; // start
if( GetKeyHit(KEY_MENU) ) // main menu
{
GameSet(G_PAUSE,1);
ret = OpenDialogMainMenu(); // 1=start,2=load,0=nothing
if(ret) break; // start
GameSet(G_PAUSE,0);
}
}
}

ClearKeys(); // clear any resident keys

if(ret==1) // start new game
{
GameSet(G_COVER,0); // hide cover

BeginNewGame(); // call user function to begin a new game (set player's position, etc)
}
}



that code is virtually identical to what i use! i think there's just two lines different....

Meph
16-02-09, 10:48 PM
right..
it works when i replace the
handlers.gs AND gamedef folders

so getting somewere lol

Meph
16-02-09, 11:20 PM
I think i've fixed it!
not sure how.. but i rewrote both of those folders and its working fine, not sure what went wrong, comparing it to a untouched one they looked identical other then the bits and bobs i had changed (coins for example)

anyway.. the only thing that no longer works are my bubbles...


What a horrible little bug!

xelanoimis
17-02-09, 02:30 PM
You should find what was wrong.
It might even be a problem with the DizzyAGE engine, so it's worth investigating.
Send me the full data in the version that had that divide by zero message, and I'll find out what was happening.
Alex

delta
17-02-09, 05:14 PM
I think i've fixed it!
not sure how.. but i rewrote both of those folders and its working fine, not sure what went wrong, comparing it to a untouched one they looked identical other then the bits and bobs i had changed (coins for example)

anyway.. the only thing that no longer works are my bubbles...


What a horrible little bug!

if you've not changed the Bubbles/snorkel ID in the new gamedef.gs, that will be why your bubbles aren't working.

Meph
17-02-09, 05:37 PM
Nope not touched them, so dunno why thats playing up.


All i did was fix it was use an un touched handler and gamedef folder and then just changed the bits i wanted.... but it was both folders causing the error together....

Meph
17-02-09, 05:46 PM
Ok it found the bubbles today.. but i also found something interesting..
When i change the bubbles t0 -1 in the gamedef turning them off.. i get no error message.. when i add the ID i then get that divide by zero message.


Edit.. yeah, cause my orignal handler folder is working perfectly.. its when i change the bubble ids... how strange.
The bubbles now work fine but the error message come up when i restart.

delta
17-02-09, 09:33 PM
hmmm it could be to do with the properties of the bubbles in the map.

make sure you have them set to disable=1 in the map. The game will enable them when it needs them.

Meph
17-02-09, 09:47 PM
haha that was the problem!!!!

The bubbles were not disabled, while the game still worked and so did the bubbles, it was causing that Zero error when restarting. not I've disabled them, and tried my orignal gamedef folder its not causing any trouble!

delta
17-02-09, 10:02 PM
excellent stuff! :)

i think i remember having the same problem in the dim and distant past...

Meph
17-02-09, 10:16 PM
well don;t want to go though that again.. what a horrible error, all that and it was down to 3 bubbles! Argh.

xelanoimis
18-02-09, 10:51 AM
Ok, then.
If you check the AIUpdateBubbles function (in ai.gs file), there are plenty of gs_rand calls there. I bet one of them was called with a 0 value, because the bubbles were not disabled by default.

Meph
18-02-09, 05:22 PM
Could very well have been, i really don't recall changing it and it looks untouched still.. But the more i think of it I'm pretty certainly this error started when i was into ducting waterplay.. But thankfully its all fixed now and things are running how they should be. But at least I'll know next time if it ever happens again.


:D

delta
18-02-09, 06:21 PM
well don;t want to go though that again.. what a horrible error, all that and it was down to 3 bubbles! Argh.

you're only using 3 bubbles?

my advice? use at least 12, it looks a whole lot better.

Meph
18-02-09, 08:39 PM
Well i didn't want the screen full of them so i thought id just add a couple.
But i'll try it and see what happens.

Meph
23-02-09, 12:28 AM
Just finished doing the last two puzzles and finished hiding the coins.... (yeah some are hidden this time) :dizzy_cool:

Just need to check over the dialogs/text and then give it a play.

I don't think there was anything else i wanted to do.

delta
23-02-09, 07:41 PM
Good Stuff! :) Are you getting Beta-testers to test it before releasing it?

Fluffyness
23-02-09, 07:48 PM
wow did you really do those by yourself? they look so good! Congrats

Meph
23-02-09, 08:26 PM
Hopefully someone wants to give it a test, i could do with some feedback. Need a fresh pair of eyes and opinions. hopefully i'll have it finished by the end of the week, then allows time for full testing and fixing/changing.

Im quite happy with what it is now. it feels complete.

delta
23-02-09, 08:31 PM
it feels complete.

they always do until a beta-tester emails a load of bugs back :p

Fluffyness
24-02-09, 08:07 AM
i'll help with the testing if you want :v2_dizzy_clapping:

Adz.M
24-02-09, 08:54 AM
I've got nothing else to do at the moment so I'm up for testing if you're after testers m8 :)

Meph
24-02-09, 05:14 PM
Excellent, I'll get it sorted by the end of the week.
Its perfect timing, some work has come up so I'm back on Monday. Never know how long it lasts or what will come up during so I'm pleased i did the bulk of the game while i had the time off.

By the time i finished that contract the game might be ready for fixing!
lol

the gooner
25-02-09, 04:01 PM
i'm up for testing as well if your wanting more folk.
cant code but willing to have a look through the game

Meph
25-02-09, 07:36 PM
Not only am i back at work Monday but in a few months I'll be at the local puppet theater so I'll have even less time.

I'm hoping i can releases the game come April..maybe mid april before i get too much work and before i start at the theater... i just don't like having too many things on the go at once lol i still got to finish my short film so i can get the music written for it!! lol I've been a bit lazy recently but at the same time you have to be inspired you can't just 'do it'

Plus work! :O

Meph
26-02-09, 09:50 PM
Fixed what i wanted to fix, and decided i best play through the game, in fact i was quite enjoying it until a came across a bug..... for some reason after getting so far it would block dizzy from walking up some stairs.. like it painted a invisible blocker.. lol anyway i fixed that and some other small things.. tried it again... Argh seems like the game decided dizzys only allowed to carry 2 items.. lol anyway that seemed to fix it self so tried again... ARGH dizzy getting stuck in place his never gotten stuck before... argh!

whats annoying is i never had porblme with those bits before!
Pain in the ass.

So i fixed that.

Now im can't be bothered to try it again.. so I'll do that tomorrow.. maybe then i can get to the end of the game!!!

delta
26-02-09, 10:17 PM
are you repositioning him in the code at any point? if so you may be positioning him outside of a multiple of 4 pixels on the X axis, in which case it will move the boundary box for the player, and you will find problems like that.

try changing all the X axis repositioning to be multiples of 4. that should fix it if that is the problem.

Meph
27-02-09, 06:12 PM
That was indeed the problem.. thanks. wouldn't have guessed that was the issue.

All fixed now! l :v2_dizzy_cheers:

delta
27-02-09, 06:19 PM
i only know because i had the same problem in Dreamworld Dizzy. :dizzy_cool:

Meph
27-02-09, 07:02 PM
it how we learn.

Well i managed to finish the game this time, with the help of the sisters of mercy keeping be sane.. so everything 'does' work lol Im pretty sure you'll all enjoy it.

Gonna pak this up and see what nasty surprises i get back! :O
But it IS possible to finish without any problems. lol

delta
27-02-09, 07:07 PM
are you gonna get people to beta test it first before releasing it?

Meph
27-02-09, 07:14 PM
Adz.M said he would have a look.
i hope... lol

Meph
27-02-09, 07:34 PM
i'm up for testing as well if your wanting more folk.
cant code but willing to have a look through the game

I'll need your email address if you still want to test.
:dizzy_cool:

Meph
08-03-09, 08:18 PM
99% finished.

I have about 3 bugs left to fix i think, i hopeing i haven't forgotten anything.
I'm now really happy with the final result theres no much more i can really do with this now.. so thats that.

delta
08-03-09, 08:20 PM
excellent! don't forget to get the testers to test the final version, unless they are really minor bugs you can test yourself.

it's all too easy to introduce other bugs when fixing the original bug...

Colin
08-03-09, 08:28 PM
good luck with the testing! :tup:

Meph
08-03-09, 09:11 PM
Its been tested, hence the bug fixing. :s
about 3/4 bugs to do.

I thought i done them all went though the game this afternoon and then found the couple i forgot. so they wont cause any problems.

Meph
14-03-09, 07:02 PM
Last screenshot as i complete the final touches to my game.

Adz.M
15-03-09, 08:23 AM
I'm now looking forward to seeing the changes you've made to the game. :)

Meph
15-03-09, 04:38 PM
Well it was brought up as to why dizzy couldn't swim in that part but he could in the other and there wasn't really any reason not too so i just had to change it. There are a few other bits and bobs added to give it more character. And hopeful a surprise or two.

Meph
16-03-09, 09:32 PM
one last little thing. :v2_dizzy_tongue2:
I can't make dizzy idle... PlayerEnterIdle(); doesn't seem to stop the player from moving dizzy? is there anything I'm missing?

macon
16-03-09, 11:33 PM
You need to use STATUS_SCRIPTED. Off the top of my head I can't remember if you give it the value of 0 or 1 to disable the movement. It should be in the manual.

Humbert
17-03-09, 12:19 AM
Isn't it


PlayerSet(P_STATUS,STATUS_SCRIPTED);

???

Idle, BTW, is when Dizzy is just standing there doing nothing, idly.

delta
17-03-09, 05:55 AM
one last little thing. :v2_dizzy_tongue2:
I can't make dizzy idle... PlayerEnterIdle(); doesn't seem to stop the player from moving dizzy? is there anything I'm missing?

use PlayerEnterScripted() to make his freeze just flapping his arms

use PlayerEnterIdle() to unfreeze him.

Meph
17-03-09, 09:25 PM
i was looking at 'STATUS_SCRIPTED' and changing its values but with no luck.


PlayerEnterScripted() cool it works now... that saves trying to get round it!
I couldn't find that bit in the book :D

xelanoimis
19-03-09, 08:00 AM
If it isn't in the book, it's in the template :p
Check the PlayerEnterScripted() and see what it does exactly. It's the P_STATUS property that it changes to STATUS_SCRIPTED.

Meph
19-03-09, 11:00 PM
Just got to fix a rain drop and then test the thing... (again)
and then I'll re-post the screen shots (kinda like official ones.. you know)

Anyway, that will be it and i ain't touching it anymore!
*cough*

Need to think of a release date.. ummmm

Meph
21-03-09, 11:52 PM
:O Just got to fix a spider and one spider chain.. oh and found some text the wrong colour.

Other then that everything is looking and sounding great.

Meph
22-03-09, 12:24 AM
Hope theses excite you as much as they excite me!

Attract menu,
The other version Dizzy didn't move, and made quickly to have something to show.. this is the real thing.

http://i172.photobucket.com/albums/w9/Wombstar/INTRO.jpg


Originally home for the Devil if you saw the other screenshots but.. again this is now the real thing. Dizzy getting into all sorts of trouble.
http://i172.photobucket.com/albums/w9/Wombstar/Rocky.jpg

Boring screenshot of the Inventor.
http://i172.photobucket.com/albums/w9/Wombstar/Inventor.jpg

Rocks and water.. its not all dry land
http://i172.photobucket.com/albums/w9/Wombstar/Swim.jpg

Oh dear! one of those moving platforms and spikes....
http://i172.photobucket.com/albums/w9/Wombstar/Danger.jpg

Some strange worlds
http://i172.photobucket.com/albums/w9/Wombstar/upsidedown.jpg


http://i172.photobucket.com/albums/w9/Wombstar/castle.jpg
Dont wanna give the real good stuff away :v2_dizzy_tongue2:

delta
22-03-09, 06:42 AM
looking good! Even on my blackberry at 7:30am! :v2_dizzy_clapping:

Colin
22-03-09, 07:31 AM
well i'm on my ps3. you should see them on a 32" hdtv. they look fantastic. I like the updated HUD. makes it all dark and forbodeing! just wish i could play dizzy on the ps3

Meph
22-03-09, 12:31 PM
The HUDS as good as its going to get.. i hate doing the hud can't get my head around it.. nothing quite goes how i want it to and when i re size things to fit the come out all blurry.. luckily i was able to put in a smaller Zak's without it getting quite as blurry as the fist attempt.

wanted to post varied screenshots with something to show without giving too much away. Anyway just those two spiders to fix and I'm going to stop.

Many things in this game i really would like to expand on in a later game.. such as upsidedown world and one of the puzzles (you'll properly guess when playing it) theses work well in this game as they are but so much more potential if made bigger and better... (which wouldn't have suited this game)

Meph
29-03-09, 05:22 PM
What does it mean when dizzy wears the snorkel underwater but it vanishes when he walks under water? only appears when he jumps!

:O

delta
29-03-09, 05:53 PM
What does it mean when dizzy wears the snorkel underwater but it vanishes when he walks under water? only appears when he jumps!

:O

depends. usually means youre using the 'costume' variable for other things, and it's conflicting in some way.

i've had similar problems before, and it's rather infuriating to isolate and fix. check HandlerPlayerUpdate() in handlers.gs and PlayerUpdateWaterPlay() in Player.gs

basically HandlerPlayerUpdate() checks if you're in water and checks if you have the snorkel. if you have, it changes the costume (to '30' if memory serves), and calls PlayerUpdateWaterPlay(), which then changes the player tile, based on what the 'costume' variable is. if something is changing it back to 0 before the player tile is changed, then it will use the default tile, rather than the costume one, which is why i think something is conflicting with it.

Meph
29-03-09, 07:28 PM
its only underwater idle or walking it vanishes..
Dunno if that suggests anything?.


I got Dizzy to wear a different item,, which works fine unless you try and swim..well he jumps underwater with the snorkel but walking or just standing it vanishes.. maybe it best ti disable to snorkel tiles altogether?

delta
29-03-09, 07:57 PM
its only underwater idle or walking it vanishes..
Dunno if that suggests anything?.


I got Dizzy to wear a different item,, which works fine unless you try and swim..well he jumps underwater with the snorkel but walking or just standing it vanishes.. maybe it best ti disable to snorkel tiles altogether?

no there will be a way to fix it. it sounds like it is clashing with something else you're getting him to wear. if i had the code then i could have a look to try and see what is happening. if you post the contents of HandlerPlayerUpdate() and PlayerUpdateWaterPlay() in here, then i will try to see if i can spot the problem

Meph
29-03-09, 08:03 PM
I was using the code from the shrink demo.. but not having him shrink just wear a different item. (just changed the tiles)

delta
29-03-09, 08:18 PM
I was using the code from the shrink demo.. but not having him shrink just wear a different item. (just changed the tiles)

you mean use the snorkel code as normal, and add parts of the shrink code?

you will have problems with that, as it does conflict with the snorkel code. for example the shrunken dizzy doesn't need a snorkel, so it wasn't catered for.

Meph
29-03-09, 08:29 PM
Not touched the snorkel code.

I added the shrink code... getting dizzy to shrink, worked fine. And then changed the shrink tiles to what i wanted him to look like. (which was normal size but wearing something else)

Maybe i can't do this then, i thought it was an easy way to do it.. :P

So far its appears standing and walking underwater he wont wear the snorkel (or outside water) but he will when you jump underwater.

delta
29-03-09, 08:58 PM
Not touched the snorkel code.

I added the shrink code... getting dizzy to shrink, worked fine. And then changed the shrink tiles to what i wanted him to look like. (which was normal size but wearing something else)

Maybe i can't do this then, i thought it was an easy way to do it.. :P

So far its appears standing and walking underwater he wont wear the snorkel (or outside water) but he will when you jump underwater.

that's my point. you don't have to touch the snorkel code. just putting the shrink code into the normal game will cause the conflict in itself.

it's hard to explain. you have to work through what the code is doing when he's underwater wearing the snorkel. once you've discovered what is causing the conflict, then you can work out how to fix it. Usually this involves a lot more 'if' statements, making the various costume changes more specific to what he is actually holding/wearing.

Colin
29-03-09, 09:36 PM
well the way i did it. my game as you know has multicharacter switching.

each character is assigned a number by a chr variable

eg dizzy is chr=1
daisy is chr=2

the switch to scuba in HandlerPlayerUpdate() also handles the skin switching in my game as well

you need 2 sets of tiles the 1st will be the original dizzy ones
the 2nd will need a number offset to each

eg dizzy's 1st tile is in the sequence is 11
the other set could start with 111

in handlers.gs
you could use


func HandlerPlayerUpdate()
{
// println("HANDLER PLAYERUPDATE");

// Player set costume
costume = 0;
if(chr==1)
{
if(ID_SCUBA!=-1) costume = InventoryHasItem(ID_SCUBA) ? 30 : 0;
//no offset here
}
if(chr==2)
{
if(ID_SCUBA!=-1) costume = InventoryHasItem(ID_SCUBA) ? 30 : 0;
costume+=100; //this adds an offset
}
PlayerSet(P_COSTUME,costume);


to choose each set add either chr=1 or chr=2 to your game code
you also need to add the starting chr to BeginNewGame()
and to save and load game (i do this by saving it as an objects O_USER)

delta
30-03-09, 09:24 PM
try something similar to this:

PLEASE NOTE i have used tile ID 300 as the first tile of the 'other' costume. you may need to change this, depending on what tile IDs you've used. I have highlighted in red where this occurs. obviously also change ID_OTHERCOSTUME to the ID of your other costume :)

replace the following code in HandlerPlayerUpdate()



// Player set costume
costume = 0;
if(ID_SCUBA!=-1) costume = InventoryHasItem(ID_SCUBA) ? 30 : 0;
PlayerSet(P_COSTUME,costume);


with this code:



// Player set costume
costume = 0;

//check if player has scuba
if(ID_SCUBA!=-1&&InventoryFind(ObjFind(ID_SCUBA))!=-1)
{
costume = InventoryHasItem(ID_SCUBA) ? 30 : 0;
PlayerSet(P_COSTUME,costume);
}

//check if player has another costume - this over rides the scuba.
//put this code before scuba code if you want scuba to override other costume
//when carrying both costumes
if(InventoryFind(ObjFind(ID_OTHERCOSTUME))!=-1)
{
PlayerSet(P_COLOR,0xffffffff);
PlayerSet(P_COSTUME,300);
PlayerSet(P_W,CM_BOXW);
PlayerSet(P_H,CM_BOXH);
}

// if player is carrying no costume
if(InventoryFind(ObjFind(ID_SCUBA))==-1&&InventoryFind(ObjFind(ID_OTHERCOSTUME))==-1)
{
PlayerSet(P_COSTUME,0);
PlayerSet(P_COLOR,0xffffffff);
PlayerSet(P_W,CM_BOXW);
PlayerSet(P_H,CM_BOXH);
}


also remove any other similar costume changing code that you may have used in HandlerGameUpdate() (such as the variant on the shrink code) - the above code *should* do everything needed.

then in PlayerUpdateWaterPlay(), change the following code:



else // in water
{
if(costume==0) // no scuba
{


to this:



else // in water
{
if(costume==0||costume > =300) // no scuba
{


the change of code in handlers.gs will stop the 'costume' variable resetting to 0, which i think is the cause of all your problems. The change of code in player.gs will ensure that if you're wearing anything other than the scuba outfit when in water, you will still drown (otherwise the other costume acts like a scuba)

I hope this helps.

Meph
30-03-09, 09:47 PM
Thanks everybody!!!!!
I'll see what i can do during the week (too tired this evening)

As soon as i get round to doing this, and having a final test/check over the game shall be released.

Meph
30-03-09, 10:46 PM
Cool its almost works
it dones't like the PlayerUpdateWaterPlay() code, and at the moment wearing the new costume he vanishes when jumping underwater.

I'll have to look at that tomorrow :dizzy_cool:

delta
31-03-09, 05:52 AM
Cool its almost works
it dones't like the PlayerUpdateWaterPlay() code, and at the moment wearing the new costume he vanishes when jumping underwater.

I'll have to look at that tomorrow :dizzy_cool:

i would then suggest that you either don't have a 'other costume' tile for the underwater jump, or that you've named it wrong (if using 300 as the first 'other costume' tile, you need the 'jump up' tile to be 321 and the 'jump left/right' tile to be 322)

Meph
31-03-09, 05:45 PM
OK fixed that.
what happened i was missing the water jump/left/right and jump up i think was not the correct title number.

odd thing the tiles called in the scrip its not the first one of the costume.. its working fine.. just need to tweak that water play so the you drown cause at the moment the new costumes works like the snorkel does... lol

Meph
31-03-09, 05:54 PM
:v2_dizzy_yahoo:

Fixed that.

if(costume==0||costume==ID) didn't need all the code..

If holding both costumes he will automatically wear the 'other one' so having both he will still drown. naturally, which is great as you have to wear the snorkel rather then just hold it.

Woo, mean i can finished coding the last puzzle, test it over the weekend and it should be releases early April.

Meph
04-04-09, 09:29 PM
I think its all done,
Test found a nasty bug, fixed.
Another test found another slight problem, doesn't prevent you from finishing the game (hte first one did) but it was very annoying find it minutes before i finished it..lol fixed that, but unless i play though the whole thing again I'm wont know if fixing that has caused something else.. lol I'm getting really really sick of playing this game..

But i think its alright now, i might just chance it.. ummm

:dizzy_confused:

Meph
05-04-09, 05:59 PM
Works a treat no more bugs,
I'll be sending this off this evening for a Monday releases.. or whenever it gets online, I'm sick of the game, i can not look or play it anymore.
it was a real struggle testing it though one last time but i managed it!

Argh!!!

quiggie
05-04-09, 06:07 PM
yay looking forward to this one meph, good luck in the competition :v2_dizzy_clapping:

Humbert
05-04-09, 06:10 PM
Excellent news, Meph. Really looking forward to it!

(And believe me, I know exactly how sick you can get of playing your game over and over again every time you tweak one little thing.)

Meph
05-04-09, 06:24 PM
I started this early January.... and did something to it almost everyday since.

I just need to check some possible spelling errors first.