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Super Mario
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Post by Super Mario » Tue Feb 05, 2008 12:41 pm

I'm looking to start creating a new dizzy game with dizzy age. I am a total "noob" but while the coding I feel I can probably do I am a little concerned with the animation and graphics side of it as my art skills are not great, so my question is did anyone else have this issue and if so how easy is it to overcome with Dizzyage?

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Post by xelanoimis » Tue Feb 05, 2008 6:10 pm

Hello, and thanks for your interest in DizzyAGE.

The DizzyAGE engine does not cover the making of graphics or sound.
It's editor is only used to place the graphic tiles on the map.
You can paint them in any graphic program you want and save them
as TGA on 24 or 32 bits (True color with alpha blending supported).
Place them in the tiles folder in the proper file name (see docs) and
the engine and the editor will load all of them, without any more troubles.

The provided game template has a set of default graphic tiles,
in the style of the Z80 Dizzy games. Most of the Dizzy games will use them
and paint only a few additional ones, if needed.

Also check the Excalibur Dizzy game that uses a more colored set of tiles (from Amiga). Unpack it's dizzy.pak archive with the pak tool, to get the tiles.

As for the skill to paint tiles, if it comes to that, there are a lot of pixel art tutorials on the net, that only require patience.


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Post by delta » Tue Feb 05, 2008 8:26 pm

First of all, welcome to the forums, and good luck with your game!

one thing i'll add to what Alex said is that you really don't need to draw your own tiles to make an excellent dizzy game. every tile from all of the original spectrum games is included (and more besides!), so you have a huge amount of choice. If you see something in a fan game that you like, un-pak that game with the pak tool to get the tile.

regarding actually using the editor, it's really quite easy to use once you get the hang of it, and the new document books make it even easier to get the hang of.


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