YolkfolkThe Dizzy Fansite
Community discussion

Title Screen in DizzyAGE

Started by Micrus on 9 October 2007 • 5,705 views

5 posts
#54001

Hello, everybody! :smile:

I've just learned how to use DizzyAGE, but I have one problem..
Maybe it's a stupid question, but what room is used by the engine as a title screen? {yolkfolk}:scratch: How can I eventually change it?

Regards,
Micrus.

PS: Sorry for my poor English!

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#58304
The title screen, as you refer it, is the room where the player stays, usually paused, during the main menu.

This player's position can be easy set, by changing the values of two defines from the gamedef.gs file, PLAYER_MAINMENUX and PLAYER_MAINMENUY. By default, they place the player in the first of the three rooms, in the simple map of the default template.

Use proper values to place the player in your initial room. Usually you can set it as the top-left room of the map, but it can be any other.

Also, by default you don't see this room during the main menu, because the cover image is painted over.

This cover image is part of the "1 menu.tga" tile and, as it is implemented on the draw hud handler, it can be activated (visible) or deactivated (hidden) from a global variable, G_COVER. In the main menu it is activated.

If you enable the attract mode and leave it in the main menu for a little while, you will see Dizzy jumping randomly through this room.

See the attract mode article:
https://www.yolkfolk.com/dizzyage/articles/howto_cutscenes.html#attract

When the game starts, the player is moved to the start position, defined by PLAYER_BEGINX and PLAYER_BEGINY, also in gamedef.gs file

If you need more help, let me know.
Alex
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#58306

if you mean the actual title loading screen where in some games there's a painted picture with no moving animations, as in Fantasy World or Magicland, then it's actually a tile, located in tiles/menu/

1 menu.tga is the game border and header

6 loading.tga is the loading screen that i think you're meaning.

ofc, i'm saying this from what i did in DizzyAGE v1.2, not v2.0, so it could have changed, but i don't THINK it has. :tongue:

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#58308

Thank you, guys!

Now everything works perfectly - it is what I was asking about {yolkfolk}:delight: Now I can work on my new (and first) Dizzy game :smile:

I don't know why I thought DizzyAGE is hard to understand.. {dizzy}:cool:

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#58312

Well, good luck with your game and we all hope to hear news about it, soon!
I'm glad to see the new documentation books are paying the effort of writing them :smile:

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