YolkfolkThe Dizzy Fansite
Community discussion

delta's forthcoming Games

Started by delta on 18 April 2008 • 97,558 views

287 posts
#62148
sounds good,
now its just finding the time to play it..
while its sad i seem to be getting quite board on a Saturday night..lol so maybe I'll squeeze it in then :tongue:

21mb good job i bought a new 250GB hard drive :smile:
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#62151

  {yolkfolk}:clap: The TLOD is a great game.

Ive had the pleasure of helping to test this recently - and all i can say is -WOW!

This is one of the largest, most original and enjoyable fan games ever - The graphics and sound are propbably the best ever on a DizzyAge fan game. The gameplay is fun and pretty addictive - you'll not want to put this down until its complete.

You lucky lucky people are in for a treat after October!!!

Even better news is that this game is only the first part of a larger project that will be coming our way soon after.....

3 Cheers for Jamie Douglas!!

  {yolkfolk}:clap:
  {yolkfolk}:clap:
  {yolkfolk}:clap:

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#62152

[quote data-userid="150" data-postid="62151"]

{yolkfolk}:clap: The TLOD is a great game.

Ive had the pleasure of helping to test this recently – and all i can say is -WOW!

This is one of the largest, most original and enjoyable fan games ever – The graphics and sound are propbably the best ever on a DizzyAge fan game. The gameplay is fun and pretty addictive – you’ll not want to put this down until its complete.

You lucky lucky people are in for a treat after October!!!

Even better news is that this game is only the first part of a larger project that will be coming our way soon after…..

3 Cheers for Jamie Douglas!!

{yolkfolk}:clap:
{yolkfolk}:clap:
{yolkfolk}:clap:

[/quote]

I second everything dizzyfan says - i love it it gets the grey matter going! {yolkfolk}:clap: {yolkfolk}:clap: {yolkfolk}:clap:  

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#62156

thank you guys! :blush: i'm glad you like it as it has been a lot of effort to do!

unfortunately there are slightly more bugs in the last version than i would have liked, so you will be very very lucky if it is released this weekend. Sorry for the delay, but this time i want to actually release a game that i don't have to fix bugs in once it's been released.

oh and regarding a 'larger project' after it, there will be at least one future game in the same style, possibly two. however they will not be larger, just the same size at the most, and very probably slightly smaller. :smile:

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#62164

Nice one Jamie :smile: But what's gonna be a real pain in the arse is uploading the whole Chapter onto Yolkfolk :lol: I'm sure we'll find a way :smile:

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#62168
just use the FTP, rather than the uploader. That's what Peter did for the Demo.
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#62187
right, as we're so close to the release of TLoD, i thought i'd share some screenshots with you. :teethy:

EDIT:: hmm uploading them through photobucket has REALLY dulled them down and taken colour out of them.... ah well.

http://i402.photobucket.com/albums/pp106/eqixx/TLOD1.jpg
http://i402.photobucket.com/albums/pp106/eqixx/TLOD2.jpg
http://i402.photobucket.com/albums/pp106/eqixx/TLOD3.jpg

And with coding for one game coming to a close, i march ever onwards, returning to a game i last did any coding on over 6 months ago.

and i now remember why. There are STILL quite a few bugs in it, and tbh i really don't like coding this game that much, because it is HUGELY complex.

I was also planning to do about 60 different rooms for this game, but i really cba, so it'll probably end up at about 20 or 30. I really can't be bothered spending that much more time on this game.

anyway, i've taken some screenshots of the game for y'all! enjoy! :teethy:

http://i402.photobucket.com/albums/pp106/eqixx/BTD1.jpg
http://i402.photobucket.com/albums/pp106/eqixx/BTD2.jpg
http://i402.photobucket.com/albums/pp106/eqixx/BTD3.jpg
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#62191

Or you could simply rename Bubble Trouble Dizzy this....

"How Bubble Dizzy should've been made!" :tongue:

Seriously though, the screenshots look good Jamie :smile:

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#62203
awesome.. mouth watering stuff :drool:
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#62240
BTD may be mouth watering stuff, but i think it's gonna go back on hold.

i've just spent the last two hours trying to do stuff in it, and it's just frustrating me no end. I simply can't get the bubbles that are rising near the top of the room to then rise up into the room 'above' when the player moves up a room.

without that, the bubble that the player is standing on disappears when he goes up a room, and 9 times out of ten the player then falls back down into the room below.

bah.
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#62241

Hey Jamie,

not sure if this suggestion will help?

I dont know how they code it - but im sure ive seen some games from dizzyage where you are on a vertical elevator that that goes up into another room. - I think i saw some in a game called Dizzy Dream Home by macon

Maybe - would you be able to code the bubbles to 'act' like elevators that could go up into rooms above but then burst/randomly dis/appear when you want

??? {yolkfolk}:scratch:

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#62242

[quote data-userid="150" data-postid="62241"]

Hey Jamie,

not sure if this suggestion will help?

I dont know how they code it – but im sure ive seen some games from dizzyage where you are on a vertical elevator that that goes up into another room. – I think i saw some in a game called Dizzy Dream Home by macon

Maybe – would you be able to code the bubbles to ‘act’ like elevators that could go up into rooms above but then burst/randomly dis/appear when you want

??? {yolkfolk}:scratch:

[/quote]

that (technically speaking anyway) is how they already work. it's a lot more complicated than that, but generally speaking, that's how they work.

the problems arise because the bubbles are constantly being checked for collisions with 'solid' objects. if it hits a solid object, the bubble 'bursts'. the thing is that the way it is checked means that the bubble has to be in the current room to check it, and for that purpose the game treats everything outside the current room as irrelevant. It's hard to explain, but basically if you change rooms, the bubble that is below you (in the room below you) will burst because it is suddenly not in the current room. it is the same with any other bubbles that were in that room.

i simply can't find a way of getting the 'check' to disable that. it doesn't help that the whole game code is insanely complicated anyway, due to me trying to push the game that extra bit further.

i have a sneaking feeling that the problems are arising due to bad re-positioning when he moves rooms, but i don't know. because of the way the coding works, it's very hard to tell.

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#62243

anyway, let me know about the issues you had with TLoD so i can get on with that! :tongue:

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#62244
How about that when Dizzy changes rooms the bubble he is standing on does too. This means Dizzy and the bubbles position move up a bit which would make things look odd because the background would not flow as expected. To get round this the upper screens background bottom part would be the same as the lower screens upper. This would show continunity on the flip from each screen. But you say your code is complicated so this may not be a suitable solution but just a thought.
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#62245

[quote data-userid="61" data-postid="62244"]

How about that when Dizzy changes rooms the bubble he is standing on does too. This means Dizzy and the bubbles position move up a bit which would make things look odd because the background would not flow as expected. To get round this the upper screens background bottom part would be the same as the lower screens upper. This would show continunity on the flip from each screen. But you say your code is complicated so this may not be a suitable solution but just a thought.

[/quote]

unfortunately it isn't suitable, as the screens are not called in the traditional sense that one is above the other, as in the map.

In BTD, all the screens in a level are chosen randomly at the start of each level, from a selection of screens. They are then also sorted into an order in the code which is then set throughout that level. when you move up or down a screen, the game 'moves' dizzy (and - in theory - bubbles) into the next screen, performing calculations (based on which screen is the one set above or below the current one) to work out where to move dizzy to in the map. You may even have the same screen twice in one level.

Start a new level, and it randomises the screens all over again, with one room being added for every few levels progressed. In this way, no level will ever be the same. even the first few that only have a few screens.

What's more, there are no baddies or pearls actually set in any of the rooms. there are just 12 different baddies used, and just 2 (yes, 2!) pearls used in the entire game. As there can be up to 20 screens in a level, this requires the game to move the pearls and baddies too. Even when you 'collect' a pearl and it disappears, move into the next room and the game will re-enable it and use it for one of the two pearls in that room. the game will also remember which pearls have been collected, and not draw them when you go back into that room. Regarding baddies, because they get moved too, the game remembers the particular baddie used, and the last position they were in, and 'recreates' the room when you move back into it.

You may also wonder how the levels are different colours, with each room being able to be used for any level? The answer is that the game also randomises what colour the soil in each level is, and changes it at the start of each level.

you may also wonder what the point is of doing all this insanely complicated coding? the answer is that it provides a never ending game. BTD does not have an ending. Being an 'arcade' game, it simply carries on forever if you're good enough (or until the level number runs out of bounds!). The point is to get the highest score possible, this way of coding the game not only ensures that no level is ever the same (even if you start again), it also ensures that you get maximum playtime from the game.

That is why the coding is so complex, and why i've been tearing my hair out with this game. By the way, EVERYTHING i've described (with the exception of the bubbles moving) works perfectly....

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#62247
About the bubbles thing...

You could have something special coded for these bubbles so they always get tested for collision with the player, since there are not too many. Keep their ids in a separate array. As for their positions, considering the random arrangement of rooms, you could move them with the player when he change rooms. Don't pop when they are in a different room, but when they are further enough (up or down) from the player.

One issue is that you can't get info about the material map from a different room than the one the player is in (except a small border around it). That's why you should only test bubbles in the current room for collisions with the terrain and obviously you must have some special code when the player changes rooms.

Alex
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#62248

i may have a play around with it a bit more.

they are already moved with the player when he moves rooms, and i've even disabled the code that pops the bubble when it hits something solid, and they're still popping when they're moved. very odd.

the real problem is the complexity of the coding, which is why i think that they may not be getting moved to the right place. i dunno tbh. {yolkfolk}:scratch:

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#62249
FINALLY! i found the problem.

the issue was that because the baddies/bubbles etc were staying in the old screen when you started a new level, i'd created a function to disable them and moving them out of the way, so that you didn't see stray baddies/bubbles when you started a new level.

the problem was arising because this function was also being called when you changed screens. not a problems with the baddies etc, but it meant that the bubbles were being moved out of the way before the game calculated their new position (using their current position). so when the game DID calculate the new position, it used their old position, which was completely wrong...

all fixed! maybe i can now actually get somewhere with this damn game...
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#62254
Great work!
See never give up.
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