Dizzy Quest Editor (DQE) - is fully-functional Dizzy-style 2D-quests development environment. For those who don't even know about Dizzy, welcome at the Yolk Folk's official fan site: www.yolkfolk.com.
DQE ain't called environment for nothing. It contains everything you need to construct full-fledged quest game (like "all in one" stuff).
This program was made to bring the maximum of opportunities to quest-maker. For that, the advanced scripting system exists in Editor. It gives you access to almost all objects', musics', e.t.c parameters. In short, all SDK features can be used in scripts as well. For beginners' purposes, drag&drop system exists, so you can easily design you quest look, simply dragging necessary objects from Object Inspector to a game screen.
- Game Screens Editor - You can place objects on screen using a mouse, also you may change all of object's properties using Object Inspector (just like in Delphi).
- Scripts Editor - It is possible for anyone to program some object's actions or even create AI or something like this. Object oriented scripting language fullly based on Delphi syntax is very simple for beginners, yet powerful for advanced users.
- Dialogues Editor - Allows non-linear dialogues (with answer selection) creation, to let you bring some RPG elements in your game.
- Music Editor - Sound is half of success in any game. DQE allows you to use DirectSound effects, to set an unique environment for each of your game sreens. In example, it may be a forest or a cave environment.
- ... and many other useful editors.
- Integrated developement environment lets to edit objects, dialogues, music and other within one program.
- Very simple and intuitive interface will not scare beginners in quest-making.
- Editor brings the most of 2D graphics (alpha-channel, anti-aliasing, blending) and sound (reverberation, echo, e.t.c.).
- Delphi based scripting system allows you to make everything you could do using SDK.
- Help system are also present (but it's only in Russian language now).
Some technical characteristics:
- Graphics formats supported: *.bmp, *.jpg, *.tga, *.png (alpha-channel support), *.gif (animation support), *.apng (a sequence of *.png files in one file)
- Music formats supported: *.MO3, *.IT, *.XM, *.S3M, *.MTM, *.MOD, *.UMX, *.MP3, *.MP2, *.MP1, *.OGG, *.WAV. WinAMP plugins connection allowed
- Capability of using functions from standart Delphi's modules: System.pas, SysUtils.pas, Math.pas, Classes.pas (i.e.: IntToStr or LowerCase)
- Joystick support
- Pre- and Post-render scripts
- Low CPU consumption
- To play quests, there is a Quest Player, so you must only build and pack your quest to distribute it among people. Such method can shrink filesize, because you dont have to place Quest Player in pack (of cource, in case of necessity, you can also place a Player in a distribution pack).
Dizzy Quest Editor Source Development Kit (DQE SDK) - it's just a single Delphi module, that controls everything happens in game. SDK will be useful, firstly, for developers, who wants to build their own quest players or editors. In example, you may see Quest Player's sources to learn how to make an simple player using DQE SDK.
SDK may be useful even for simple users, because all SDK functions can be used in scripts, so quest-maker can see what classes and functions are available.
However DQE SDK represents one module, some external packages are needed for it's compilation. See "FAQ" tab for details.
This project is distributed under GPL terms, so it means that all sources of the project are available for free and for all open source projects. In example DQE SDK can be used in your own OpenSource projects.
Oficcial GPL text can be found at: