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Old 23 December 2023, 21:56   #101
Havie
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Looks absolutely amazing - really well done! I always loved Mirror and thought it was an excellent demo of Redpill but this is something else.

I definitely need to find some time to play with the demo and Redpill.
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Old 23 December 2023, 23:10   #102
Zener
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Quote:
Originally Posted by Havie View Post
Looks absolutely amazing - really well done! I always loved Mirror and thought it was an excellent demo of Redpill but this is something else.

I definitely need to find some time to play with the demo and Redpill.
Thanks a lot Havie!

The source of the demo comes in the Redpill package, you can check how it is done and make modifications.

Also, if you liked Mirror maybe you would like also this game
https://aminet.net/package/game/jump/AbsoluteZero
[ Show youtube player ]
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Old 23 December 2023, 23:58   #103
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Thanks - will have a look.
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Old 24 December 2023, 12:50   #104
Tigerskunk
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Quote:
Originally Posted by Zener View Post
Thank you and Merry X-Mas!

I've done a video but ransom1122 was faster than me!

[ Show youtube player ]
Impressive.
And nice you can create things like this on the Amiga itself..
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Old 23 January 2024, 11:39   #105
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A new version has been uploaded to Aminet https://aminet.net/package/dev/misc/REDPILLGameCreator

A lot of new things in there, now instead of generic build you can target a low end machine, like OCS 7Mhz 1MB machines. The build will be smaller and faster with some trade-offs.

There is also a new frame editor, with support for flips, scaling and rotating. Here is a quick video showing it.
[ Show youtube player ]

Full list of changes:
v0.9.33
-Added a new Build Game option to target low end machines (like A500 with
1MB). This reduces the maximum number of level objects (from 64 to 32) and
disables some code like CD32 audio and storage among others to reduce memory
needed and increase performance of the games.
-Multiple optimizations in all fronts reducing the CPU and memory required by
games.
-When forcing NTSC resolution the game will use less Chip memory.
-Static objects are now updated first, I hope this do not break old games as
sometimes the execution order could be different.
-Added a new screen for Frame manipulation, copy&pasting, rotating, scaling,
can be done in this screen. Find more information in the guide.
-Default input key for Fire 1 has been changed to left caps key.
-In Game Setup screen there is a new Mem Info section that will give an
estimation of the memory used by the game. Take it with a pinch of salt.
-Build does not copy diskfont.library anymore as it is not needed.
-Fix in Collision Down being triggered when there was any collision.
-Optimization in tile accessing.
-Small optimization in palette processing.
-Optimization in action trigger processing.
-Compression for SFX has been deactivated as sometimes it fails and others
prevent loading.
-In Screen setup screen now you can decide if you want subpixel scrolling or
not.
-When Building a project there are warning messages if the files cannot be
compressed.
-When loading a project, this loading action now can be cancelled.
-Files ".pal" in projects are now used in a different way.
-Camera limits code has been simplified.
-Fixes in the FX rendering.
-Action trigger Frame by Angle fixes.
-Animation frames are now cleared when starting a new project.
-When compressing projects, if the asset is not properly compressed now it
tries to load the file without compression.
-Refactoring of level loading and tileset loading that reduces the exe size
and memory usage.
-Refactoring of the main loop camera and display system.
-Trigger actions system optimization.
-Small optimization in Change Tile trigger.
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Old 24 January 2024, 18:05   #106
wilshy
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Great to see so many updates @Zener, nice to have a platform to create games on the Amiga.

With this and Scorpion the future looks really nice for Amiga games.
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Old 25 January 2024, 23:36   #107
Zener
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Quote:
Originally Posted by wilshy View Post
Great to see so many updates @Zener, nice to have a platform to create games on the Amiga.

With this and Scorpion the future looks really nice for Amiga games.
Thank you for your nice words, amazing Amiga games are coming!
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Old 04 February 2024, 18:14   #108
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Latest release with fixes and some new actions is available in Aminet: https://aminet.net/package/dev/misc/REDPILLGameCreator

v0.9.34
-Added condition triggers Cam PosX and Cam Pos Y to check the camera position.
-Internal function that finds out color closest to other has been changed.
-OCS copper gradients may be faster now.
-Added condition trigger Contains Tile Tag.
-Copper values in screen setup are now really only the default ones.
-Anim Frame trigger renamed to just frame, as it is not taking into account
the animation.
-If you are using the condition Frame is, in the trigger screen this frame
will be displayed.
-Fixes in automatic remap when loading a spritesheet image.
-Further optimizations in trigger processing.
-Small verticall scrolling improvement.
-Optimizations when coming back from playing the game to the editor.
-Fix for sometimes wrong palette being displayed when going from spritesheet
screen to main screen.
-Fix in audio object default value when upgrading a project from an old
version.
-Fix in Overrite Color/gradient triggers not updating the palette.
-Fix in audio listener objects introduced in the previous version.
-Fix in Tile On Map/Screen/Border triggers, under certain conditions could
execute unwanted triggers.
-Fix in Camera follow code.
-Fix when attaching non static objects to static objects.
-Fix for level deletion and others when coming back from playing the game to
the editor.
-Some unused code has been removed.
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Old 25 February 2024, 12:33   #109
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New version in ready in Aminet

v0.9.35
-Added Condition Trigger Anim Can Start that is true when the current
animation has finished or can be interrupted.
-Added Condition Trigger Anim Frame Is to check the current frame inside an
animation.
-Added Condition trigger Obj Type Count to check the current number of active
objects of one type.
-Added Condition Trigger Obj Count to check the current number of active
objects of one game object.
-Added Action Trigger Var Int that converts a variable value to its integer
value.
-Added Action Trigger Var Clamp that makes sure a variable value is always
inside a range of numbers.
-Added Action Triggers Camp Pos X/Y to make sure the Object position is always
inside a range of numbers.
-Added Action Trigger Count Tile Tag that stores the numbers of tiles in the
map with the current tag.
-Change: Action trigger Restart Level is lighter and faster now and does not
recreate the screen.
-In Level screen, the current object name can be clicked as a shorcut to go to
the Game Object screen.
-New Loading screen option, Loading Image loads and display Loading.iff file.
-New Loading screen option, Loading Anim uses a game animation for loading.
-Change: In hud if a Var Icon item doesnt fit in the HUD window now it is cut
instead of not being drawn.
-Change: In wait frame routine to avoid glitches on top of the screen while
vertically scrolling.
-Fix for subpixel scrolling valued not being exported in final Build.
-Fix in Hit And Stop action trigger.
-Fix for FX rendering not working sometimes.
-Fix for Condition Trigger countdown, now it will be triggered only once.
-Collides object condition trigger optimization.
-Small optimizations.
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Old 30 March 2024, 11:18   #110
Zener
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A new version has been uploaded to Aminet, lots of small improvements


v0.9.36
-Maximum number of levels increased to 1000 levels.
-Added a Tooltip MAXTILESETS that allows to increase the maximum number of
Tilesets used in the editor. The higher the tileset number the more memory
will be used.
-When loading sprite or tile images with a different palette, instead of doing
an automatic color remap the program will prompt the user.
-Set Pos to Obj now has extra parameters to decide if we want to copy X, Y or
both.
-New Checkbox button is used in the menus.
-Added a Picotron color setting for the menus.
-Collides Player action trigger has been renamed to Collides Object 0, which
is actually what is does.
-Screen creation code has been moved.
-Fix for Print Text action trigger when not using bitmap fonts.
-Fix for selecting objects beyond 64 objets in the trigger screen.
-Fix in Contains Tile tag condition trigger.
-Fix for some attached objects not being attached correctly.
-Fix for Restart Level action trigger not refreshing correctly the screen.
-Fix for games using Enemy vs Enemy collisions not being loaded.
-Fix in Destroy Children action trigger drawing a 8x8 black rectangle.
-Fix in Mutate action trigger executing the next triggers of the previous
object after the mutation.
-All projects updated with the new project file format.
-Minor fixes
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Old 14 April 2024, 10:21   #111
Zener
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Redpill has been updated https://aminet.net/package/dev/misc/REDPILLGameCreator

Lots of different stuff in this one, for example ECS copper background have been improved. Also the platformer demo got new graphics


v0.9.37
-Big optimization in Trigonometry code, leading to a big boost in performance.
-Instantiate function has been optimized with some ASM magic.
-Basic_platformed example has been revamped with graphics from Surt.
-When building the game, now all game data is inside the data folder, no need
for the res folder anymore.
-ECS copper gradients have been improved, they are more smooth now like in
Turrican 2.
-When using Play now the current level is saved, just like you play start.
-Added new trigger Run From Editor, to check if the game is running from
editor or standalone.
-Distance to Target condition trigger was very unprecise, now it has been
improved a lot.
-Mouse input code now is only run when being used.
-Small improvements when using NTSC screens.
-In HUD screen when an element was partly outside the HUD was not drawn, now
it is, but drawing will be slower.
-Removed Topaz2 font.
-Topaz font is now the default one. When using Topaz font, there is no need to
have diskfont library available.
-Optimization in angular logic.
-Fix for a crash that occured when changing the level.
-Fix in loading levels code, that sometimes could led to the level being
erased.
-Fix for Camera Inc not working under certain circumstances.
-Fix when creating the screen that could leave glitches in the border of the
screen.
-Fix when scrolling down, sometimes left some line glitches.
-Fix in dialogs somethings messing the screen.
-Fix in copper backgrounds when using an image as the source for the palette.
-Some unused code has been removed.
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