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Thread: DizzyAGE General Coding Queries

  1. #521
    Hard Boiled Egg SALEHMARLEY's Avatar
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    This might sound ridiculous but....where do I find the advanced settings for the volume Pogie???
    Pressing that key that you advised whilst in DEV mode tells me that the volume is actually on????

    Also, on a slightly different note, my game is starting to have some good effects added whilst solving puzzles (thanks to Grandad!!!) I just need to add a couple of extra touches...one of which being, colouring Dizzy's gloves and boots red!!!! How do I go about that???

  2. #522
    Hard Boiled Egg delta's Avatar
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    Quote Originally Posted by SALEHMARLEY View Post
    This might sound ridiculous but....where do I find the advanced settings for the volume Pogie???
    Pressing that key that you advised whilst in DEV mode tells me that the volume is actually on????
    I think he means that you've accidentally muted the volume on your computer, not just on the game. Opening your Mic controls on your computer should be able to sort it.

    Quote Originally Posted by SALEHMARLEY View Post
    Also, on a slightly different note, my game is starting to have some good effects added whilst solving puzzles (thanks to Grandad!!!) I just need to add a couple of extra touches...one of which being, colouring Dizzy's gloves and boots red!!!! How do I go about that???
    change the sprites!





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  3. #523
    Hard Boiled Egg delta's Avatar
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    Quote Originally Posted by Pogie View Post
    Did you know that when you run the game in dev mode if you push the "liney, brackety, apostrophe" button (first key on the second row, right below the esc key) a list will appear under the game screen of everything that's happening coding-wise? It's useful when you're testing a game as it shows the exact code that being functioned when Dizzy performs whatever actions.
    yes I did know that.

    Did you also know that when you're in that 'mode', you can press 'Insert', and a little cursor will come up, allowing you to type code, which will then directly affect the game





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  4. #524
    Hard Boiled Egg SALEHMARLEY's Avatar
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    Quote Originally Posted by Pogie View Post
    Just seen that your main man Delta has replied, you're better off listening to him Saleh - his knowledge far exceeds mine and he makes more sense too!


    p.s. To change the sprites as Delta suggested just download a pre-coloured pack from the DizzyAGE website and replace the ones in the folder "Dizzy" in your game.
    Ok, the sprites have now all changed.....so, many thanks!!! (in fact, all characters have been replaced with the partially coloured and they look so much better)

    In regards to the sound....nothing wrong with the sound on my Laptop??? I have just re-downloaded DizzyAge and started it up...low and behold, sound I think the only way to get round this sound issue is to replace all the files in the re-downloaded DizzyAge with my previous software and see where that goes??? .......Unless, somebody has a better suggestion?

  5. #525
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    int gs_launch( exefile, workdir, cmdline )

    how to send a command line without specifying a working directory? I did not get: (
    need: zxtune123.exe music.pt3
    everything is there, where the main executable file of the game.

  6. #526
    Hard Boiled Egg SALEHMARLEY's Avatar
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    Need a little help!!!! Just noticed when getting killed by static objects (if material is say Hurt!!), default goes back to where you starting position when the game loads!!!!? Any help on how I can change that?

    Totally different when getting killed by a dynamic object, you stay exactly where the object kills you???

    Cheers in advance!!!

    scrap that....looks like when using the Death Function and amending the script, whatever kills you, Dizzy's position seems to default back to wherever you previosly started from e.g. if you start at the beginning of the game thats where it will take you back to!!!? Is this something that I can sort out or shall I maybe leave it? I just want to let my game loose on the public and i can't be dealing with all this tidying up!!!!
    Last edited by SALEHMARLEY; 01-04-12 at 06:59 PM.

  7. #527
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    Saleh, the default death position is the last 'safe' place the player was before he died. For example if Dizzy jumped off the edge of a river into static water that kills, the game resets to the edge of the river. If a moving object kills Dizzy then he will stay where he died unless you add a respawn function. If you want to change where Dizzy respawns then just add a new respawn function each time you want Dizzy to respawn somewhere specific. Make the first one '1', the second '2' etc and use that number in the 'death' property of the object that kills (#27)

    HTML Code:
    func PlayerRespawn_1()
    {
    SamplePlay(FX_RESPAWN);		// this is the standard respawn code
    PlayerSet (P_DEATH, 0);
    PlayerSet (P_LIFE, 100);
    PlayerSet (P_X, 5048);		// reset dizzy to a specific place before death
    PlayerSet (P_Y, 1748);		// ditto
    PlayerEnterIdle();
    MusicFade (0,3);
    MusicRestore();
    }

  8. #528
    Hard Boiled Egg SALEHMARLEY's Avatar
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    Quote Originally Posted by Grandad View Post
    Saleh, the default death position is the last 'safe' place the player was before he died. For example if Dizzy jumped off the edge of a river into static water that kills, the game resets to the edge of the river. If a moving object kills Dizzy then he will stay where he died unless you add a respawn function. If you want to change where Dizzy respawns then just add a new respawn function each time you want Dizzy to respawn somewhere specific. Make the first one '1', the second '2' etc and use that number in the 'death' property of the object that kills (#27)

    HTML Code:
    func PlayerRespawn_1()
    {
    SamplePlay(FX_RESPAWN);		// this is the standard respawn code
    PlayerSet (P_DEATH, 0);
    PlayerSet (P_LIFE, 100);
    PlayerSet (P_X, 5048);		// reset dizzy to a specific place before death
    PlayerSet (P_Y, 1748);		// ditto
    PlayerEnterIdle();
    MusicFade (0,3);
    MusicRestore();
    }

    Cheers Grandad,
    From what you have said I know exactly where i was going wrong!!!! Because I was testing it in DEV Mode, I was going straight to the point of Death from the beggining screen using CTRL and Shift functions, therefore the last safe place I was, was actually the beginning screen!!!
    Gonna get back to tidying up now....thanks again!!!!

  9. #529
    Hard Boiled Egg SALEHMARLEY's Avatar
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    Hi all,
    Could somebody please give me a step by step guide as to how to send my game to Adz???

    I have tried packing the files and i have also tried to ZIP the whole folder but we are still having problems from one computer to another!!!!?

    The first error he had when i sent across is as follows (when I packed it)
    This game doesn't specify the version of DizzyAGE it was made for.
    You are running it with DizzyAGE v2.2.1.
    If you experience malfunctions, contact the author.
    FILEERROR, 0, 0, "Data\Scripts\dizzy.gs"
    code : -1


    The second time I tried Zipping folder, error occured that no tiles were loaded????

    Cheers in advance!!!!
    Last edited by SALEHMARLEY; 07-04-12 at 07:01 PM.

  10. #530
    Hard Boiled Egg delta's Avatar
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    you don't have a setup file called 'dizzy' in your data folder, that's what's causing the unknown version error. You also seem to be using an old version of the game engine (v2.2.1), when the newest version is v2.4

    Download the template game again, change your dizzy.exe for the new one to update your game to v2.4 (you won't need to alter any code, just swap the .exe file), and add the dizzy setup file to your data folder (don't forget to edit the information contained in it!)

    Once you've done that, the data folder should pak correctly.





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