send it to the contact email on my dizzystories site. Also don't worry about packing it, just zip the data folder. as long as it's less than 10mb it should arrive fine.
hmm I get a file error on both of the save games.
EDIT:: skipping directly to the room, everything seems to happen just as you want it to. Obviously it's playing through the game that then gives the problem. Could you supply a walkthrough so I can easily get to that point?
righty right, don't worry about a walkthrough.
where you have the following dragon code:
replace it with the following:Code:if(ObjGet(head,O_STATUS)<=2) { if(nextpos==heady) { opt = gs_rand(2); if (opt==1) { ObjSet(head,O_STATUS,1); } else { ObjSet(head,O_STATUS,2); } ObjSet(head,O_DRAGONPOS,toppos+gs_rand(24)); nextpos = ObjGet(head,O_DRAGONPOS); } headx = ObjGet(head,O_X); }
As far as I can see, there wasn't any conflict with any other coding at all. It was that there was still random numbers in the dragon coding. When you went straight to the dragon puzzle, the way DizzyAGE creates 'random' numbers means that it chooses the same numbers each time, so it seemed to work fine. However once you'd been through the game, those 'random' numbers were shook up a bit, so it wasn't choosing the same numbers, and you were getting the problems. It's a slightly complex reason, but that's the issue.Code:if(ObjGet(head,O_STATUS)<=2) { if(nextpos==heady) { if(nextpos==toppos+8) { ObjSet(head,O_STATUS,2); } else { ObjSet(head,O_STATUS,1); } ObjSet(head,O_DRAGONPOS,toppos+8); nextpos = ObjGet(head,O_DRAGONPOS); } headx = ObjGet(head,O_X); }
The way to fix it is to make it non-random, so that the game gets to a point and does a specific thing. That's what the changed coding does. Once the head gets to the 'next position' (the bottom the first time, the top the second time), it checks if the head is at the top position (+8 pixels). If not it changes the status to 1, triggering the clouds. If it is at the top then the status is changed to 2, which doesn't do anything, effectively stopping it moving.
Try it and let me know how you get on.![]()
Thanks for all the effort you have made Jamie, unfortunately I am not at home at present and cannot access my files. I will however have a go by Tuesday and let you know how I get on
I know that there is a lot of clearing up on the coding and dialogue to do and I plan to do that once the game is finished.
Did you have a little go and if so, how did you get on?(actually, I think a lot of the items are next to the puzzles for easy access to moving forward) What do you think of my coding so far, have I managed to take onboard the basics????
In regards to the save games, I dont think I have tried saving a game at the moment.....what could cause this problem?
So much to learn and so little time to do it eh????![]()
Honestly I didn't get chance to have a go of the game. Likewise I didn't look at much of the code, but it looks nicely laid out, which makes it easy to tell what is what.
You don't want to put too many items next to their puzzles, as that will make the game too easy. People like to try to figure the puzzles out. I actually added a puzzle in MFD because otherwise an item would have been in the same room as the puzzle!
Regarding the Save games, if you change the map or add/remove game variables then older save games don't work, so it's probably just that.
What I meant by saying the items are next to the puzzles, is literally only whilst I am playing it in Dev Mode so I can move on without having to complete all puzzle to get to certain ones. Once my actual game can be played, all items will be moved to their rightful places.
Yeah, I am definately not planning for it to be completed easy
Cheers again for your help!!!!
lol i do that sometimes.
Put the items in easy reach just so i can test the puzzles and then move them in their correct position after![]()
Its always the cracked ones that let the light in