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Thread: DizzyAGE General Coding Queries

  1. #541
    Hard Boiled Egg Rindex's Avatar
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    Dizzy TUCA with the password.

  2. #542
    Hard Boiled Egg Lord Dizzy of Yolkfolk's Avatar
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    Can anyone tell me how to alter the position of the room name in the HUD ?
    I would like to see if it's possible to move it downwards slightly.

    Been looking through the files to see if I can spot some co-ordinates for it's position but not getting anywhere.

  3. #543
    Hard Boiled Egg Meph's Avatar
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    Isn't it the bottom of HandlerDrawHud?
    Thats were you change all the other stuff (coins, lifebar..)
    Its always the cracked ones that let the light in

  4. #544
    Hard Boiled Egg delta's Avatar
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    yeah function HandlerDrawHUD in handlers.gs deals with everything shown in the HUD.

    Have a look at Part 5 of my Make Your Own Dizzy Game tutorial to see what to do.





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  5. #545
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    Default Bigger tile

    I've been drawing some new Daisy tiles which have a height of 25 pixels, so thought it best to check out walking through tunnels as the 'normal' height of the player tiles are 20 pixels and I didn't want her to walk through a tunnel with her head passing through the top of it. Looking through most of the .gs files it seems that the boundary boxes at the start of the movement.gs file determine the width and height of the player with the collision boxes Width 16 and Height 20.

    I set up a series of blocks above the 'floor' starting with a gap of 32 pixels, then 28, then 24 etc, so that I could see where the block took effect. But, no matter what height I set the collision box in the movement.gs file it only takes effect when the block is 16 pixels above the floor. I then checked it with a 'normal' tile and found that it only took effect at 16 pixels too. So I'm now assuming that there must be another factor to take into consideration ...but having looked through all the gs files I can't find anything that determines the height of the player. Any help would be appreciated especially as looking at the movement2.gs file for a tiny dizzy the collision boxes are set to 8 pixels.

  6. #546
    Hard Boiled Egg delta's Avatar
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    huh? the normal height of the player should stop him walking under blocks that are only 16 pixels above the ground, as that would be far too low.

    EDIT:: sorry, misread your post. give me a moment to check this.

    Yes, it actually takes effect at 18px above the floor (I didn't try 19). So he can go under 20px, but not under 18px.

    EDIT2:: I think I know what the issue is, but like a fool I'm testing it in a test game that's already got the movement file extensively modified. I'll try in a different one.
    Last edited by delta; 05-05-12 at 03:50 PM.





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  7. #547
    Hard Boiled Egg Lord Dizzy of Yolkfolk's Avatar
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    Quote Originally Posted by Meph View Post
    Isn't it the bottom of HandlerDrawHud?
    Thats were you change all the other stuff (coins, lifebar..)
    Quote Originally Posted by delta View Post
    yeah function HandlerDrawHUD in handlers.gs deals with everything shown in the HUD.

    Have a look at Part 5 of my Make Your Own Dizzy Game tutorial to see what to do.
    Ok Thanks Guys

  8. #548
    Hard Boiled Egg delta's Avatar
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    right, here we go.

    Obviously if you want to use the movement.gs file to control the player, you need to remove the '//' from the 2nd and 3rd line in this code in HandlerPlayerUpdate in handlers.gs:

    Code:
    	// Custom movement test
    	// PlayerSet(P_CUSTOMMOVE,1);
    	// CM_Update();
    to change the boundary box width and height though, you first need to tell the game to use the height and width that you're changing (it uses the normal values by default, which I assume are built into the game).

    Do this by adding the code shown in red:

    Code:
    	// Custom movement test
    	PlayerSet(P_CUSTOMMOVE,1);
    	PlayerSet(P_W,CM_BOXW);
    	PlayerSet(P_H,CM_BOXH);
    	CM_Update();
    Now you can change the width and height as you were doing, and it will work!





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  9. #549
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    Thanks Jamie, that makes sense. Admittedly I could have just made all overhead blockers high enough to accomodate the top of her head, but if she is walking under a diagonal block such as you get in the various tree house ledges I thought it would look better if the top of her head stopped at the right height.

  10. #550
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    Default Respawning on land when drowning

    I've just been plouging through 35 pages of this thread to find Huck and Lord Dizzy's original queries on respawning on dry land when drowning which Jamie has written code for.

    I've set defs 105 and 106 for the G_WATER X & Y co-ordinates (which don't clash with other user defines). Added the 'set last safe point before player enters water' code to the HandlerPlayerUpdate (just after the cloud check) and double checked to make sure everything is spelt correctly.

    That didn't work, so added Jamie's respawn function of drown death which sets the Player to G_WATER rather than P_SAFE and called it PlayerRespawn_5() as a new respawn. No luck, so tried changing the water tile to death = 5, no luck, added call handler and still no luck - Dizzy just keeps respawing where he died before floating up. I can't figure what I'm missing to call that HandlerPlayerUpdate. As a last resort tried changing the water tile to dynamic, but that just stopped Dizzy drowning.

    The only good part was that the flippers & bubbles worked first time ...and so did changing the air level in gamedef to 0 so that Dizzy could only walk just over a screen in water before drowning.

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