Pogie wrote:Coding problems:
~ Option to be able to switch which version's music you want to use.
See MFD for code to do this. It's just a simple matter of changing a variable in the menu and then changing the music it plays, depending on the value of the variable.
~ Option to be able to switch which version's HUD you want to use.
Basically the same as above, just change which HUD is displayed depending on the variable.
~ The final thing Theo says before he disappears is in a speech box that is too large for the screen.
Probably very easy, just change the position of the box.
~ If you go to the right of the the beast without the talisman it eats you despite not being anywhere near it.
I have studied the code for the beast but once again I have ABSOLUTELY NO IDEA why this happens.
I would imagine it checks X co-ordinates and these are probably wrong.
~ You don't lose energy when you hit the ground too hard.
It looks as though code is required in more than one part of the scripts. I think a more experienced programmer should be able to implement this.
It's probably possible to check how far dizzy falls by comparing the Y position where he last walked with the Y position where he hits the ground. If that's greater than a certain amount then take away some life.
~ Background of the inventory and message boxes should be tinted blue.
This is only a very minor problem and I expect that none but the very pickiest Dizzy fan will be bothered by this but I can't figure out how to change the colour in any way.
I think you'd need to change the colour in the dialog box tile
~ The whale's sneeze moves too slowly.
The code for this is complicated and I can't even see the part of it that deals with the speed, let alone how to increase it.
Try reducing the 'delay' property for it? Not sure if that will work or not, it depends how it's been coded.
~ The Whale should continue to move when you are in the screens under it.
This is another extremely picky problem that doesn't really affect gameplay but I can't see how to fix it without doing something along the lines of coding another whale below the original one!
Just call the whale update code from the relevant rooms, as well as from the rooms it's actually in.
~ Theo's message asking for stars and a Yolkfolk's item shouldn't be displayed when it is last five.
Theo's code is too complicated for me to alter without it affecting other interactions. This is another problem for a more experienced programmer.
There's a bit of code that counts the coin items. Use this to check if it's greater than 5. If so, execute the code as normal. If not, don't.
Potential issues with DizzyAGE itself:
~ Splash screen of other Codemaster games is missing from the beginning.
I've created the splash screen tile but it doesn't seem as though it is possible to include it along with the Spellbound cover screen and the "attract mode" screen.
You haven't numbered the tile, so it's not being loaded into the game properly. There's an error in the log file for this.
~ Fireflies can escape into adjacent screens. If you leave the screen with a firefly just as it is hitting the edge of the screen it goes into the next screen with you. Not accurate but also not really a problem except in the FIREFLIES screen.
This appears to be an unfixable quirk of DizzyAGE as far as I can see.
Depends how it's coded, but I would have thought the easiest way to code would have been to establish a 'box' using X and Y co-ordinates, outside which they can't move any further in that direction.
~ In THE RESERVE TANK you shouldn't be able to walk in front of pipe. In the original game when you jumped out of the water you would go flying up like you had jumped on a mushroom.
I have attempted to solve the issue with colliders but it doesn't work at all. I can't see any simple solution to this.
Can't you just place an invisible blocker there?
~ There is air around the mushroom in THE BEAST'S LAIR: If water is added in there like it is supposed to be the mushroom stops working.
I've tried EVERYTHING to fix this. As it stands I've inserted two colliders into the map near the water's surface which move the player out of it and up onto the ledge. I doubt anybody but Alex will be able to fix this problem - it seems simple at first but seriously folks, it's insidious and will cause stomach ulcers!
Can you not bring the mushroom to in front of the water layer? put it on a higher layer maybe? Not sure if this would work, but it seems like the water layer is 'overruling' the jumpfix layer.
Well, that's everything. As far as I can tell there are no other bugs in this game. I've tested every part of it several times and it appears to be fully playable. Good luck to whoever takes this on next - it's almost there!