Daisy's Search v1.02 [DOWNLOADABLE]

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Grandad
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Post by Grandad » Sun May 08, 2011 11:07 am

Glad you enjoyed DizzyFan. I do have fun making them and mostly can't resist adding little touches of 'humour' rather than just keeping to traditional play, and there are quite a few people who do enjoy my games, so happy to be thought of as a bit of a 'cult'. :dizzy_smile:

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quiggie
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Post by quiggie » Sun May 08, 2011 10:54 pm

Yes i really enjoy the difference of playing your games too grandad, so quite happy to be known as a 'cult' member :v2_dizzy_wink:
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delta
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Post by delta » Fri May 20, 2011 7:10 pm

bug: you can walk while signing up for a library card. if you walk out of the library, you enter an empty room....!
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Grandad
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Post by Grandad » Sat May 21, 2011 10:04 am

Jamie, I'm not sure if this is a bug or just the way the engine works as leaving the library (by walking left) in the middle of the conversation whilst the game is in 'fade' mode seems to negate the 'collide' block that takes Daisy back to the street and she just walks out into the sky above the street as that is the position of the library on the map, but the conversation still carries on whilst she is in the street and the membership form is by the counter when she re-enters the library. I've also tried walking right, but the static block prevents any movement in that direction.

The fade command I'm using is:

Code: Select all

Message2 (4,4, "\"NAME OF COUSIN, \nTHIRD REMOVED?\"");
MessagePop();
for(i=0;i<100;i+=5) { GameSet(G_FADE,i); WaitFrames(2); } // fade to black
for(i=100;i>0;i-=5) { GameSet(G_FADE,i); WaitFrames(2); } // unfade
Message2 (4,4, "\"NAME OF INFANT \nSCHOOL ATTENDED?\"");
MessagePop();
and the collide is:

Code: Select all

func CollideObject_2234_1()
{
PlayerSet(P_X, 3540);
PlayerSet(P_Y, 2974);
}
Does that mean that whilst the game is in the 'fade' operation that the collide object function is disabled?

Also I can't see how the robber is shown more than once. The 'scene' with the robber is activated by a collide object that is enabled by the first conversation with Pam, which then changes her status so that the collide object cannot be re-enabled by talking to her again. Also once the robbery collide object is activated one of the commands in the sequence is to disable the robber collide object. So I really can't understand how it could be repeating. I've checked the game.gs file and that particular object ID is not duplicated.

delta
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Post by delta » Sat May 21, 2011 10:41 am

regarding the move-while-fading problem, I think the issue is that the game engine only allows one latent command to run at once. So because you're fadind the screen, the collider code is stopped when it's activated, because otherwise the game would be running two latent commands at the same time.

The best way to get around it is simply not to allow the player to move daisy while it's fading (using PlayerEnterScripted() ), and then re-enable player control when the fading has stopped (using PlayerEnterIdle() ).

Regarding the scene with the robber, the actual 'robbery' scene does only show once. However what I was meaning is that I had been in that screen with the robber there at least twice prior to that, when the 'robbery scene' didn't active. I could wander up to the robber, walk past him, walk through the area where the 'collider' is etc, without anything happening.

I do get the slight feeling that it is due to me though, as sometimes if I've got to a point before, I have a tendency to use dev mode to quickly skip to that point again, without having to spend loads of time walking back and forth (especially in the larger games). :embarassed: most of the time this is fine, but there are a couple of games where doing this misses out a collider or two. I'm not sure if that's what's happened here, but I've definitely walked past the collider for the robber when he was there, without it doing anything.
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DizzyFanUK
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Post by DizzyFanUK » Sat May 21, 2011 1:16 pm

Is that a bug in this game or in DizzyAGE?
:v2_dizzy_thumbsup:Long Live Dizzy - May his boxing gloves never shrink in the wash :v2_dizzy_biggrin:

delta
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Post by delta » Sat May 21, 2011 2:29 pm

sorry but it's a bug in the game. Alex deliberately coded it so that only one latent function could be run at once, for some reason I forget at the moment. :p
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Grandad
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Post by Grandad » Sat May 21, 2011 3:47 pm

I think it must be the dev mode 'switch room' operation Jamie as the robber does get activated as a non actionable object when Pam tells Daisy to stop a robbery, so that Daisy sees him as she enters the room just prior to activating the collider rather than having him appear as the collider is activated.

...but have just done the dev mode thing and skipped to the casino cashier with the static robber there but if I walk left and hit the collider then the sequence starts correctly.

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