Spellbound Dizzy (DizzyAGE Remake) [PROGRESS THREAD]

Post information about your own Dizzy creations.
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pteal79
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Spellbound Dizzy (DizzyAGE Remake) [PROGRESS THREAD]

Post by pteal79 » Fri Jul 18, 2008 3:59 am

Work on the remake of Spellbound Dizzy is progressing nicely so i though it was time to release abit of information on the remake of the largest speccy dizzy game :)

So far....
The game map has been drawn and the first few puzzles have been coded.
The Windy shaft is working along with the wind particles
The trampette works
The Inventory has the image of the item next to the name.


I'm going to set a provisional release date of 1st November as this will give me three months to get the game completed and fully tested before release.

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Adz.M
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Post by Adz.M » Fri Jul 18, 2008 9:31 am

Eggcellent stuff! :v2_dizzy_clapping: :tup:

I take it theres also the option to play the "Lite" version too. ;) Best of luck with this game m8 :say_yes:

Whenever the game reaches the Beta-testing stage, I'm up for it.
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Post by xelanoimis » Fri Jul 18, 2008 1:00 pm

Good luck with the game, Peter!
I'm happy the remakes are back in production.
And Dizzy V is my favorite ;)

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Post by AndyC » Fri Jul 18, 2008 3:44 pm

All looking good so far!

Spellbound is the one game that I've never got very far with and I've never even seen, let alone played the "Lite" version so I'm looking forward to these releases.

Roll on November! :v2_dizzy_clapping:

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Post by Meph » Fri Jul 18, 2008 4:24 pm

fantastic
Its always the cracked ones that let the light in

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Post by delta » Fri Jul 18, 2008 4:54 pm

excellent stuff! :)
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Post by xelanoimis » Fri Jul 18, 2008 6:36 pm

About the inventory's icons, they look a little out of alignment with the text.
I don't remember now how they were in the original game.

But the "tiles in text" feature {t:id,x,y} displays the tile relative to current character coordinates.
So I think you can use negative values (for y) to center on the row.

Or, sometimes is easier to place all the tile tags, at the beginning of the text, so you can use x,y relative to the top-left corner (in case the text is left aligned).

Or, if the default template dialogs still can't match the original look, do a custom painted dialog for this inventory.

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Post by delta » Fri Jul 18, 2008 7:27 pm

i think it's just because it's rocks in there alex, that it looks strange.

he seems to have the tile lined up right underneath the text of the line above, so the tiles can't be moved up any further or they would cross over the text above.

see how the trampette lines up with the top of the text for the item to see what i mean.
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Post by pteal79 » Fri Jul 18, 2008 7:32 pm

xelanoimis wrote:About the inventory's icons, they look a little out of alignment with the text.
I don't remember now how they were in the original game.

But the "tiles in text" feature {t:id,x,y} displays the tile relative to current character coordinates.
So I think you can use negative values (for y) to center on the row.

Or, sometimes is easier to place all the tile tags, at the beginning of the text, so you can use x,y relative to the top-left corner (in case the text is left aligned).

Or, if the default template dialogs still can't match the original look, do a custom painted dialog for this inventory.
the Inventory is a custom painted dialog with 4 transpartent areas in which the objects show through when the inventory is open, and if there is an empty slot it displays a black blanking tile to stop the background showing though.

This seemed an easier way of doing it, as using the tiles in text feature would have required having each object in its own separate tile.

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Post by pteal79 » Fri Jul 18, 2008 7:34 pm

Adz.M wrote:I take it theres also the option to play the "Lite" version too. ;)
Well spotted :)

although the lite version will only be unlocked once you have completed the full version :p

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