
Fixed.
I've played that game and that idea sounds like a massive job and a half there!Updating of the game map (Similar colour scheme to mystic forest dizzy)
You could replace the original adverts with one's involving this site, the fan games, Oliver Twins, Social Media, Neil's Facebook group etc.the removal of the original game advert scrolls, they will be re-implemented in normal message boxes.
ThanksAdz.M wrote:I have a few suggestions that I'd like to help with.
Firstly, you may want to replace the following tiles on all your remakes, as they're all missing a sprite each.
- The Bat and the Dizzy Hawk (both now with 4 frames instead of 2)
- The Water (now with 4 frames instead of 3)
The tiles are also available on the Crystal Kingdom remake.
Also on DizzyAGE, the music for Treasure Island is badly looped, especially the ingame tune.
I've done 2 .ogg files that loop perfectly.
- The Title screen
- In Game music
I've played that game and that idea sounds like a massive job and a half there!
You could replace the original adverts with one's involving this site, the fan games, Oliver Twins, Social Media, Neil's Facebook group etc.
Just a thought really.
I could have a go with collecting the borders from the Spectrum, Amstrad and Commodore versions, then maybe have the exact same option selections from the latest Spellbound remake.
Hope this helps.![]()
I think that's what Peter's planning on doing since he mentioned giving the game a similar colour scheme to Mystic Forest.AndyG wrote:Speaking of which, have you thought about updating with a blue background? I saw some mock-ups somewhere and it looked pretty cool.
First off the scrolls...AndyG wrote:When I first started with DizzyAGE I wanted to use the TID style message scrolls and I couldn't work out how you'd done it! Now I'm getting more confident I think I could, if it were an old-style game with a black background. Speaking of which, have you thought about updating with a blue background? I saw some mock-ups somewhere and it looked pretty cool.
Code: Select all
#def O_SCROLLH 32
func ShowScroll ( id )
{
// Set the ids for the objects
idxtop = ObjFind( id );
idxbot = ObjFind( id+1 );
// if any of the ids can't be found then exit the function
if( idxtop==-1 || idxbot==-1 ) return;
// Pause the game
GamePause(1);
// set the scrolls to their closed state
oy = ObjGet(idxtop,O_Y);
ObjSet(idxtop,O_H,8);
ObjSet(idxbot,O_Y,oy+8);
// enable the scrolls now they are in the closed state
ObjSet(idxtop, O_DISABLE, 0);
ObjSet(idxbot, O_DISABLE, 0);
// Get the variables from the objects
// y = the y position on the map for the top of the scroll
// h = current height of the scroll
// boxh = the full height of the scroll
y = ObjGet(idxtop,O_Y);
h = ObjGet(idxtop,O_H);
boxh = ObjGet(idxtop,O_SCROLLH);
while(h != boxh)
{
// Open the scroll
h+=2;
if (h >= boxh) h=boxh;
WaitFrames(3);
// Update the height of the scroll top and bottom
ObjSet(idxtop,O_H,h);
ObjSet(idxbot,O_Y,y+h);
if(h==boxh) break;
}
// Wait for the user to press the action key to continue
DialogRun();
// Disable the Scroll
ObjSet(idxtop, O_DISABLE, 1);
ObjSet(idxbot, O_DISABLE, 1);
// Unpause the game
GamePause(0);
}
The reason they were not included, is because the original did not have any jump fx.Rindex wrote:Peter, and sounds of a jump and a landing will be? If that, open this game. Password of rindex01
http://dizzyage.flybb.ru/topic91.html