English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 24 April 2023, 18:13   #61
msmalik681
Registered User
 
msmalik681's Avatar
 
Join Date: Sep 2022
Location: Gravesend
Posts: 84
Does this support tiled graphics or real time sprite flipping ?
msmalik681 is offline  
Old 24 April 2023, 18:17   #62
Samurai_Crow
Total Chaos forever!
 
Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,188
Tiles, yes! Sprite flipping is not supported by the Amiga chipset.
Samurai_Crow is offline  
Old 25 April 2023, 20:57   #63
msmalik681
Registered User
 
msmalik681's Avatar
 
Join Date: Sep 2022
Location: Gravesend
Posts: 84
I don't mean for backgrounds but for character sprites.
msmalik681 is offline  
Old 25 April 2023, 21:31   #64
Samurai_Crow
Total Chaos forever!
 
Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,188
Quote:
Originally Posted by msmalik681 View Post
I don't mean for backgrounds but for character sprites.
Neither sprites nor bobs can be flipped horizontally by any Amiga chipset. You'll just have to pre-flip them into additional buffers of chip RAM.
Samurai_Crow is offline  
Old 27 April 2023, 09:07   #65
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Quote:
Originally Posted by msmalik681 View Post
Does this support tiled graphics or real time sprite flipping ?
Tiles are supported, the size can be 8x8, 16x16, 24x24 or 32x32.

No real time sprite flipping, but when loading a spritesheet it can calculate the flipped graphics automatically. It will still consume 2x memory but can save some editing time.
Zener is offline  
Old 27 April 2023, 10:31   #66
acidbottle
Registered User
 
acidbottle's Avatar
 
Join Date: Jul 2018
Location: Scotland
Posts: 834
8x8 tile support? very neat, never realised that!
acidbottle is offline  
Old 27 April 2023, 19:00   #67
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Quote:
Originally Posted by acidbottle View Post
8x8 tile support? very neat, never realised that!
Yeah, here is one example [ Show youtube player ]
Zener is offline  
Old 28 April 2023, 15:41   #68
msmalik681
Registered User
 
msmalik681's Avatar
 
Join Date: Sep 2022
Location: Gravesend
Posts: 84
I meant using tiled sprites for actors like they did in final fight or mortal kombat.
msmalik681 is offline  
Old 28 April 2023, 16:32   #69
Samurai_Crow
Total Chaos forever!
 
Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,188
Quote:
Originally Posted by msmalik681 View Post
I meant using tiled sprites for actors like they did in final fight or mortal kombat.
Oh! I think you might need to use Scorpion Engine for that. I'm not certain though. Graphics.library had something similar but the code wasn't optimal. It was called AnimOb structures. I found an alignment fix for the AnimComp that AnimOb structures are made of, but I don't know how well circulated it became. (It just required adding a pad word to the beginning of the structure allocation and removing it again at the deallocation.)
Samurai_Crow is offline  
Old 29 April 2023, 17:57   #70
msmalik681
Registered User
 
msmalik681's Avatar
 
Join Date: Sep 2022
Location: Gravesend
Posts: 84
Nope not supported in scorpion yet but hopefully in the future.
msmalik681 is offline  
Old 12 May 2023, 21:03   #71
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
New version is out! http://aminet.net/package/dev/misc/REDPILLGameCreator

Release notes
-------------
v0.9.19
-Added trigger Tile on Border that checks the tiles in the border of the
screen.
-020 build of the editor has been restored by popular demand.
-A small button allows condition and action order to be changed inside a
trigger.
-Tile on Screen now has a second parameter to define an area outside the
screen to check.
-Advanced parameters for objects are now in Objects advanced, FX and other
settings are done there.
-FX and FX Comp object types have been removed.
-Shot-em up project has been updated.
-Sprite background speed in editor now is the same as in runtime.
-Render queues have been optimized.
-Preventing a possible crash when too many tiles are changed in the same
frame.
-Added sanity check when saving levels, some ghost objects will be removed.
-Fix in Stamp trigger.
-Fix in Change Tile trigger.
-Fix and optimizations in Repeat Every trigger.
-Fix for some sprite layers not showing the right palette.
-Fix in Inv Speed X trigger failing in final game in some cases.
-Small memory optimization.
-Small optimizations in some loops.
-Small reduction on the size of the data files.
-Some other small optimizations.
-AmigaGuide doc updated.

[ Show youtube player ]
Zener is offline  
Old 22 May 2023, 09:02   #72
empardopo
Registered User
 
empardopo's Avatar
 
Join Date: Oct 2013
Location: North of Africa
Posts: 55
I have some doubts to start with redpill

+ if I want to put a background image, what resolution should I have? I'm going to work on windows pc, what format should I pass the image to, iff?? Any program to convert it?

+ same as before but for sounds, what format should the sounds I use in red pill be in?

Thanks in advance

Enviado desde mi MI MAX 2 mediante Tapatalk
empardopo is offline  
Old 23 May 2023, 11:05   #73
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
If you don't have scroll and just want a background, you can use an image of 320x256.

If you have the image in PNG Redpill will convert it to IFF. But be sure to use 256 colors or less. This palette should be the same you use for your moving objects too.

For sounds you should use 8 bit 8SVX IFF files.

Quote:
Originally Posted by empardopo View Post
I have some doubts to start with redpill

+ if I want to put a background image, what resolution should I have? I'm going to work on windows pc, what format should I pass the image to, iff?? Any program to convert it?

+ same as before but for sounds, what format should the sounds I use in red pill be in?

Thanks in advance

Enviado desde mi MI MAX 2 mediante Tapatalk
Zener is offline  
Old 03 September 2023, 17:32   #74
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
New version available in Aminet

[ Show youtube player ]

v0.9.25
-Support for ANSI bitmap fonts, special caracters can now be used.
-Bitmap font project has been updated.
-Redpill Help in html format is now present in the html folder.
-When changing an object from non static to static all copies expect one are
deleted in the level.
-When changing an object from static to non static all copies in the level are
deleted.
-Network code has been moved to AB3 format, some minor issues are fixed.
-Gravity example updated adding two ships, shooting and network multiplayer.
-HUD screen now allows to edit disabled HUD elements.
-Sprites in sprite layer are always loaded even if they are not active.
-When using less RP features, the copper list will use less bandwidth too.
-Hiscore routines now take into account the screen width of the screen.
-Window usage has been removed, it will save some chip mem I guess.
-Change tile now also changes the visual for the tiles in the corners of the
screen.
-Fix in the angle of instantiated objects not being initialized correctly.
-Fix when autoslicing sheets other than the first one.
-Fix in sprite layer being displayed when deactivated by a trigger.
-Fix in loading effect being shown always in initial loading.
-Sin and Cos functions minor optimization.
-Compiled with Amiblitz 3.9.9.
-More checks for correct parameters in trigger editor screen.
-Fixes in sprite slicing routines.
-Fix when picking an empty frame.
-Fix in Print text
Zener is offline  
Old 12 October 2023, 17:33   #75
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
New version available in Aminet, a lot of documentation has been added http://aminet.net/package/dev/misc/REDPILLGameCreator

v0.9.26
-Game Object limit has been increased from 64 to 128 objects. Max objects per
level is still 64.
-Using latest pt player library.
-Trigger documentation added, both in AmigaGuide and HTML formats.
-HTML Documentation has been added.
-Object creation and destruction improvements, it increases performance.
-Trig Var X condition trigger now has a second parameter to check if the
variable has not been triggered.
-Sound waves are visible in Sound Generator even for not generated audio
files.
-HUD screen improvements.
-Questions text now is fully displayed.
-Changes in animation code, it should also increase performance.
-Fix for loading multiple projects causing some side effects.
-Fix in custom object timers.
-Fix in Loop sound effects.
-Minor Fix in editor buttons.
Zener is offline  
Old 23 October 2023, 05:08   #76
Aladin
Registered User
 
Join Date: Nov 2016
Location: France
Posts: 854
Big thanks to Amiga Factory for the new game. And another Zoltar supermusic.

https://amiga-factory.itch.io/capitan-trueno-amiga
Aladin is offline  
Old 23 October 2023, 07:58   #77
TCD
HOL/FTP busy bee

 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,730
Congratulations on the release of Capitán Trueno I'll try to have a look at the game today.
TCD is offline  
Old 23 October 2023, 09:36   #78
PascalDe73
PascalDe73
 
PascalDe73's Avatar
 
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 157
Quote:
Originally Posted by TCD View Post
Congratulations on the release of Capitán Trueno I'll try to have a look at the game today.
HI TCD,


You Can find my Icon made with Dpaint.JS


Best regards,


Pascal
Attached Files
File Type: info CapitanTrueno.info (31.3 KB, 41 views)
PascalDe73 is offline  
Old 23 October 2023, 09:51   #79
zzbylu
Saberman
 
zzbylu's Avatar
 
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 331
Gameplay:
[ Show youtube player ]
zzbylu is offline  
Old 24 October 2023, 13:48   #80
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Congrats to The creators!!! Capitan Trueno for Amstrad CPC was one of my favourite games, very well designed. A pity the port is using the colored PC graphics, but great work overall!
Zener is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
RedPill - Amiga Game Creator Program DerekAutista123 support.Apps 800 Today 16:27
RedPill - Support / Help / Tutorials aszu support.Apps 34 07 December 2021 20:54
Redpill Puzzle Lemming880 project.Amiga Game Factory 4 11 March 2020 22:58
easiest and best game creator ? turrican3 request.Apps 12 26 November 2019 11:46
Amiga Game Creator with Sonic?? DerekAutista123 Amiga scene 1 06 March 2016 23:32

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 17:48.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10268 seconds with 14 queries