понедельник, 7 февраля 2011 г.

7-feb-2011

As I promised late at night :), I have new information about project because I have returned to my Dizzy.

First of all, I сutted background on all "trees" maps. Now they looks like:
for use on Speccy it must be modified more and more: for example, this map will have black background.
But now I have ability to test it in 'draft' mode.

At second, PC-map-converter was refactored to improve speed dramatically and make steps for image-map edition.

And at last, ZX-map-editor lost last gfx-editing code, but learned to correctly load map and sprites and edit
collisions! (from now not only view). I have new ideas about collision backlighting but it will be later...

Next steps I may do is Load/Save collision maps and correct Dizzy moving(jumping, rolling, falling...) inside them (he has basic moves yet).



среда, 25 августа 2010 г.

24-aug-2010

First collision map was created with hands, because there no yet tools for this. I taught editor to view collision maps by brightness and flashing. As map-sprite editing no longer needed on Speccy, many parts of Editor's code was refactored.
Soon Editor be supplemented with changing of sprite numbers (for simple map editing) and collision types. At this moment I have planned ony four types of collision: Free space, Solid space, Space, on which Dizzy can stay, but also can jump thru it, and Clouds. However also will needed water, etc. For this purposes code for work with GfxMap/ColMap was separated.
So, this is actually graphics, viewed in Editor (with emulator window :) ). It is almost final version except some technical problems. I've decided to create more contrasted walls, etc, because filled with dithering they look like converted, but 100% graphics was hand-redrawed.

понедельник, 23 августа 2010 г.

23-aug-2010 #2

So, I've made sketch for side-panel, but final version will be not so differ.
In the original game this panel is located beneath, but according to fact, that game field of original game without panel is 192 pixels height (!!!), it is perfect for conversion to Speccy without resizing and remaping.
So, information panel goes to right side. This look like this:



And right, this is the promised pictures!

23-aug-2010

At last I started to program.
At this time I need collision check, because now map has only visual functions, and Dizzy runs fictitiously.
Easiest way to make Collision Map is to do it on Speccy Map Editor. Some time ago I have thought how it should look like and now the moment to realize this :)
I need another file (on the disk and in memory) for collision map. But before this I must make preparations for visual collision view. So, I've made it )
Now it's time to make clean collision map and load it with main map and sprites.

p.s. Next time when I take emulator, I want to make some screenshots for you, unknown reader =)

22-aug-2010

Tried to remember something about ;)
Some times ago I started to program quick tool on Delphi to help to convert maps with cutted background to my own format, because map editing on Speccy will be hard and slow. So my ZX-Spectrum Editor will be only for correct result of conversion and make collision maps.
I got some result and pause work...
So, yesterday I tried to adopt my hand-drawn sprites to converted packed version. Yes, I know that this sprites will be changed many times, but... I wanted nice picture to continue developing on Speccy )).

Developer's blog start

In 2004, when I was active ZX-Spectrum scener, I have been started test project to see, what hapened if last official Dizzy game named "Fantastic Dizzy" (which was never released on ZX-Spectrum) adopt to my favorite platform. Experiment was succesfull, but over the time I less often have spent my time with Speccy and project has been frozen.

During last years I repeatedly tried to back to project and froze it again and again (because this work is just for my fun). So, came one more try... and this time I decided to start developer's blog to try to organize myself ;)

Well... sorry for my English