The game was featured on Gamefreax.de as Homebrew of the Week (Homebrew der Woche): http://www.gamefreax.de/index.php/2009/hombrew-der-woche-giddy-3/
- Great! Thanks! --Xeron 19:08, 14 February 2009 (UTC)
Nice game! Thanks wplaat
How do you convert DOS games to C code? Luigi728
- Basically, you write it from scratch. I used the assembler source code from the original game as a reference. -- Xeron 22:19, 18 February 2009 (UTC)
Would it also be possible with Jazz Jackrabbit to port it to the Wii? Luigi728
- Well, there is a version of Jazz Jackrabbit written in C and SDL, so somebody could probably port that. Don't expect me to do it, though. Xeron 15:37, 8 March 2009 (UTC)
Yeah, it's made for the PSP isn't it? And don't worry, you don't have to do it, I just asked if it was possible^^ A friend of mine already found that version you're (probably) talking about. We're going to do it by ourselves. Thanks anyway^^ Luigi728
Pretty fun game! Still working my way through, but in certain areas, you can fall "into the cracks" and are "underground" with really no hope of getting out unless you walk to the end of a level and finish it. This happens specifically between the land and water of the first level. It seems in certain areas you need to do a hyper-jump by pressing 1+2 at the same time (like in the "2nd level" by the computers), but when you do that you also activate the cheat menu (1 button) which is sort of annoying. Perhaps, the hyper-jump is not intended, but I haven't figured out how to get up to the top of that object near the computers another way. Then in the 3rd area by the stores and construction area, a hyper-jump will send you flying into the sky with no hope of returning to the ground! Game over! That's all I've seen so far - but the game is still pretty neat.--SuperWario 18:01, 14 February 2009 (UTC)
- Hyperjump? Thats a pure 100% bug :) I'll fix that. I take it by "cheat menu", you mean the hints? Also, doesn't matter if you go on to the next level, you end up looping back through later, so its not a bug. --Xeron 18:15, 14 February 2009 (UTC)
- Lol, ok, then I have no idea how to get to the top of the ledge to the left of the computers! I must be missing some ledge, because the guy can't jump so high. Yes, I meant hints menu, but you must not be supposed to hit 1+2 at the same time to collect the things that are high up like coins up a tall narrow passage or the aforementioned ledge. Not sure what you were referring to by the looping back sentence, but thanks for responding! --SuperWario 22:07, 14 February 2009 (UTC)
- You're simply not supposed to get up to the high ledge by the computers like that. Anyway, 1.1 is released which fixes the bug. I suggest you use that, since using "hyperjump" is cheating. --Xeron 22:13, 14 February 2009 (UTC) Yes, sir, I admit to cheating in video games, but I got this cheat from GNC, lol (A-Rod reference in case you missed it). --SuperWario 23:10, 14 February 2009 (UTC)
You cheating cheater! (wow! hyperjump! I have to try that!) Anyway, when I am moseying along at the bottom of the screen, trying to keep my eyes on the action, I don't notice the little light bulb light up at the top of the screen.... Maybe it could be accompanied by a sound when the clue bulb lights up? Or make it more noticeable somehow.... Like make it flash multi-colors really fast like Pokemon and give us seizures. Just so it draws attention to itself so I don't keep missing it.... Oh, also, the clue message word baloons don't stay on the screen long enough to read them. I suggest that they appear when you press the clue button, and they don't go away until you press the clue button again (or any other button). --Mr. Reaper 23:21, 14 February 2009 (UTC)
I know that the point of these games is to figure everything out on your own, but I must say I am stuck! Without the hyperjump, I can no longer get the hard hat, nor can I figure out how to get back to the earlier levels, once I am taken to the outside area with the shops. Really what I need is assistance getting back to earlier levels, which you say is definitely possible, but once you fall out of the sky, I cannot get into the junkyard, nor can I get to the construction area without the hard hat. And why won't the coins work in the 1 place I thought they would- the phonebooth?! AHHH, this game is addicting, but irritating as I've gone through everything multiple times and haven't come away with any further progress. HELP! Please! --SuperWario 07:23, 16 February 2009 (UTC)
- Go the the Tardis (the blue box thing if you're not a dr. who fan). Jump in front of it to land on the step, walk from the right edge to the left to go in. --Xeron 08:42, 16 February 2009 (UTC)
Just beat the game to get my Cup o' Splendidness!
Yay! Thanks for the tip about the Blue box, for some reason that was the biggest piece missing for me! After that, it was a matter of being careful, knowing what paths exactly the stupid slugs, bees, etc take, and assembling a pretty concise pathway through the tools and obstacles (68 minutes and change - even on my last run through I had to repeat the 5th level a couple extra times, so the time could be better). Also, finding the extra lives didn't hurt either (there are a number of them (even on the first level - hint, hint!)). If anyone has any questions, I would be happy to help, but you may want to just stick with it until you figure out your road-block because it makes it that much more fun! I ended up doing all of this on the PC version, because it means I am sitting closer to the screen and can configure the controls how I like. Thanks so much for such an awesome game - looking forward to the next one (wink, wink!). --SuperWario 00:52, 18 February 2009 (UTC)
- Well, a good way to motivate me to make more great Wii games is with a paypal donation (wink, wink!) ;-) -- Xeron 22:19, 18 February 2009 (UTC)
- Once I am not unemployed - hence the time to actually play this - I may do that. ;) Second run through was better: 53 minutes and change... but I know I can improve upon that. I actually got "stuck" between the the timer-wall in the cavern (the time ran out just as I got on it), and needed to use the Teleport watch to get out, haha! That made it all take longer as did not getting the 250 coins needed for the gum machine by the time I was down there. Guess I have to keep playing until things get more polished! --SuperWario 22:32, 18 February 2009 (UTC)
- Fair enough :) BTW, my record is 38 minutes (with all coins collected), but it is definately beatable since I made a couple of wrong turns. -- Xeron 09:28, 19 February 2009 (UTC)
- Ok, I am down to 39 minutes and 121 excess coins (is that everything or did I miss some - like after the final boss?), but again I messed up by not getting enough coins at the time of the bubble gum machine, and not getting everything in the 5th level in one shot. One of these days, I'll finish with a time I am satisfied with! --SuperWario 20:15, 19 February 2009 (UTC)
- Just tried again to not make any unnecessary moves, mistakes...
- Best record for me so far: 33 minutes, 15 seconds with 121 coins (hope that's all of them!), which is better than half the time of my original completion of the game!
- --SuperWario 01:51, 20 February 2009 (UTC)
- Congrats! Yes, if you end up with 121 at completion, you got them all. -- Xeron 12:13, 20 February 2009 (UTC)
I also won. Yay. This game is really run. And it's so much better than Rick "dies every time he takes 3 steps" Dangerous. But like with the clue word balloons, the victory screen wasn't there long enough for me to read it! (hey, I'm not a slow reader!) So I didn't see it all..... Ya know, the instruction screens don't stay up very long either... you have to read really fast to read them before they change. --Mr. Reaper 08:57, 18 February 2009 (UTC)
- 1.2 should fix that.. bit late for you now, though. -- Xeron 22:19, 18 February 2009 (UTC)
- Well, I'll have to play through again so I can read all of the victory screen! Thanks for the enhancements; everything looks good.... The timing for the instruction screens and speech bubbles looks just right, and the clue light bulb effect is good. I have 3 small niggles to report:
- 1. Maybe it's just a style preference, but I don't like how if you hold down the jump button (sometimes by accident), you just keep jumping like crazy. I prefer only "one jump per button press," even if you hold the button down.
- 2. I didn't realize the phone booth cost money... I kept wondering where all my money was disappearing to.... The clue for it should mention that it costs coins to use (like the gumball machine does). "200 coins to operate? Who ya gonna call?" or something....
- 3. Going from memory, I think when I dug up the bomb, I noticed that the Clue Bulb didn't go away for it, and I could still get the clue about it being stuck in the ground.... The Clue Bulb for other obstacles goes away when you clear them.
- Keep up the good work. This is really one of the most polished, nicest-looking homebrew games for the wii.... --Mr. Reaper 00:02, 19 February 2009 (UTC)
- I finally got around to these. Sorry it took so long! --Xeron 09:33, 2 May 2009 (UTC)
- But thanks for fixing them. Everything seems great now, and really polished. It's disappointing how some developers around here release a game, then just abandon it and don't bother to fix major bugs that get reported.... --Mr. Reaper 03:14, 8 May 2009 (UTC)
- Mr. Reaper, I doubt that those developers abandon their projects or, as you say, "don't bother to fix major bugs that are reported." You have to remember that developers are real people with real lives too, and, as such, only have a finite amount of time they can allocate to hobbies. The sad truth is developing for homebrew is a HOBBY. Nobody can claim to make a living off of it (not legally anyway), so you can't expect developers to maintain their projects forever. Sometimes real life gets a little busy. Sometimes people have to take care of more important things and can't afford to spend time on hobbies. And sometimes the hobby/project just isn't fun anymore (for various reasons) and gets set aside (temporarily or not). The bottom line is you can't blame developers for managing THEIR work the way THEY want to. It's supposed to be fun, not tedious. -- MetaFight 04:49, 13 May 2009 (UTC)
- When a game gets released and never goes past the first version for over a year, and major bugs are reported yet there's no response from the dev at all, but the same dev goes on to release other games... that's abandoning the project. I could point to some specific games, but that would be naming names. Maybe the majority of devs don't do that, but a few do. And some people (like Xeron) take pride in their work and they DO continue to fix things that get reported and even make suggested changes, even if it takes a while; but I'm not being impatient and saying "fix this now!!!" It's just nice to know some people take pride in their work and don't just put it out there then never bother with it again (and that's a shame, because some games have great potential but the devs seem to abandon them....). --Mr. Reaper 15:52, 13 May 2009 (UTC)
- Abandoned or not it's entirely up to the dev's discretion to continue their own work. It doesn't show lack of pride if a dev stops working on a project. Rather, it means they either no longer have the time, it's no longer fun, or they have other more pressing projects to work on. Shaming devs will not get them to resume their work. -- MetaFight 16:33, 13 May 2009 (UTC)
- It might. Besides, I didn't actually shame anyone because I didn't name any names, and this wasn't posted on the feedback page of any of those projects. But I'm on this site to provide honest feedback, and sometimes honest feedback isn't all roses. If I'm disappointed because some people abandon their projects, I'll say so. Are these people so fragile that they should only hear praise? If nobody complains, then it's certain things will never get fixed. --Mr. Reaper 22:37, 13 May 2009 (UTC)
- "If nobody complains, then it's certain things will never get fixed." I think you're overestimating your contribution and underestimating the ability of devs. Sure, it's great when users help find bugs, but it really sucks when they forget who's actually doing the work. All too often users start demanding ridiculous features and start pointing out so-called bugs which turn out to be user-fail. You see this in forums all the time. End-users with a sense of entitlement demand too much from devs and take the fun out of the project. I see it here all the time too. People ask for new features with no concept of the amount of work required for actually implementation. I'm not asking people to stop giving feedback, I'm just saying don't get mad when you have no control over a project because you're not contributing in the least and the project owner takes it in a direction you don't like (ex, quitting it). And, extending from that point, don't act entitled to progress by bitching about devs abandoning their projects. -- MetaFight 04:16, 14 May 2009 (UTC)