Treasure Island Dizzy (DizzyAGE Remake) v2.4 [DOWNLOADABLE] [UPGRADE IN PROGRESS]

Post information about your own Dizzy creations.
User avatar
pteal79
Team Yolkfolk
Team Yolkfolk
Posts: 771
Joined: Mon Jan 15, 2007 8:27 pm
Location: Cornwall, UK
Contact:

Post by pteal79 » Mon Nov 14, 2011 3:30 pm

:v2_dizzy_scared:

Fixed.

User avatar
pteal79
Team Yolkfolk
Team Yolkfolk
Posts: 771
Joined: Mon Jan 15, 2007 8:27 pm
Location: Cornwall, UK
Contact:

Upgrading

Post by pteal79 » Tue Oct 27, 2015 9:40 pm

Over the next couple of weeks I'm going to be revisiting this remake with some plans to update it, My plans for this game include

:egg: Updating of the game map (Similar colour scheme to mystic forest dizzy)

:egg: Ambient sounds from fire, water, etc...

:egg: changing to game so players have 3 lives, and an energy bar

:egg: classic gaming mode, or fun mode (like in wonderland)

:egg: implement the dizzyage language localization system

:egg: Implementation of a high score system, similar to dizzy and the other side. (Only when played in classic mode)

:egg: changing the inventory system, to the one used in dizzy 3 and beyond

:egg: dizzy will be able to go under water for a few moments, but will drown eventually without the snorkel. (dizzy will refuse to drop the snorkel underwater to stop any unwanted issues)

:egg: the removal of the original game advert scrolls, they will be re-implemented in normal message boxes.

User avatar
Rindex
Hard Boiled Egg
Posts: 434
Joined: Thu Apr 16, 2009 10:48 am
Location: Khimki, Moscow Regions, Russia

Post by Rindex » Wed Oct 28, 2015 8:04 am

Can make better new game, than remake the old? It is normally made.

User avatar
Adz.M
Team Yolkfolk
Team Yolkfolk
Posts: 3039
Joined: Tue Jan 16, 2007 7:43 am
Location: Cornwall, UK
Contact:

Post by Adz.M » Wed Oct 28, 2015 11:14 am

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
:egg: Updating of the game map (Similar colour scheme to mystic forest dizzy)
I've played that game and that idea sounds like a massive job and a half there! :p
:egg: the removal of the original game advert scrolls, they will be re-implemented in normal message boxes.
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. :)
Image

User avatar
pteal79
Team Yolkfolk
Team Yolkfolk
Posts: 771
Joined: Mon Jan 15, 2007 8:27 pm
Location: Cornwall, UK
Contact:

Post by pteal79 » Thu Oct 29, 2015 6:53 am

Adz.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! :p



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. :)
Thanks :tup:

I'm going to update the water and music in the current treasure island and hopefully get it uploaded tonight. (v2.4)

I Will then take this version, and develop the new version I proposed above from it.

User avatar
Rindex
Hard Boiled Egg
Posts: 434
Joined: Thu Apr 16, 2009 10:48 am
Location: Khimki, Moscow Regions, Russia

Post by Rindex » Thu Oct 29, 2015 7:47 am

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

AndyG
Hard Boiled Egg
Posts: 208
Joined: Thu May 22, 2014 1:54 pm
Location: UK
Contact:

Post by AndyG » Thu Oct 29, 2015 12:21 pm

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.

User avatar
Adz.M
Team Yolkfolk
Team Yolkfolk
Posts: 3039
Joined: Tue Jan 16, 2007 7:43 am
Location: Cornwall, UK
Contact:

Post by Adz.M » Thu Oct 29, 2015 1:59 pm

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.
I think that's what Peter's planning on doing since he mentioned giving the game a similar colour scheme to Mystic Forest.
Image

User avatar
pteal79
Team Yolkfolk
Team Yolkfolk
Posts: 771
Joined: Mon Jan 15, 2007 8:27 pm
Location: Cornwall, UK
Contact:

Post by pteal79 » Thu Oct 29, 2015 5:16 pm

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.
First off the scrolls...

To create the scrolls I screen captured each one, saving them to a .tga file for dizzyage.

On the map I would place this graphic, minus the bottom scroll bar. I would then give the graphic an ID (say 100), and in the user properties I would set #32 to the exact height of this placed graphic (found under brush #4 h)
I would then place the bottom scroll bar below this graphic, setting the ID to +1 of the top half.
Both parts of the scroll should be set as dynamic and disabled.

I would then call the below function, passing in the top half of the scroll ID.

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);
}

And yes, it will have a blue sky background :)

User avatar
pteal79
Team Yolkfolk
Team Yolkfolk
Posts: 771
Joined: Mon Jan 15, 2007 8:27 pm
Location: Cornwall, UK
Contact:

Post by pteal79 » Thu Oct 29, 2015 5:17 pm

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
The reason they were not included, is because the original did not have any jump fx.

I have though added it back in for the v2.4 update

Post Reply