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Old 16 November 2020, 20:22   #721
Yoz Montana
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Thank for explications.

indeed, from what i read blizt is slow for collision detection

To my knowledge, a quadtree method should be used for the detection of collisions.
Using quadtrees to help partition the space and reduce the amount of collision detection being done.

[ Show youtube player ]

This is an example with BliztMax : https://mojolabs.nz/posts.php?topic=77858

Quote:
Originally Posted by Zener View Post
For example, Repeat every 1000 means that every second the actions will be executed. Works exactly like countdown, but countdown only does it one time.

Besides my good/bad programming skills, Blitz has some flaws regarding performance when you use "advanced" features, check this https://eab.abime.net/showthread.php...z+optimization

It is a pain in the ass, I am trying to improve it in future versions.
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Old 22 November 2020, 11:42   #722
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New version released now supporting all 68k CPUs : http://aminet.net/package/dev/misc/REDPILLGameCreator

v0.8.3
-Compiler changed from Amiblitz 2.44 to Amiblitz 3.8. This has some
implications:
-Now lower limit to play games is a Motorola 68000 instead of a 68020.
-There are two editors, one generic and one for 020+.
-When exporting a game you have to select if it is generic or for 020+.
-Performance seems slightly better.
-To avoid compilation issues, some more memory is used by the game player.
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Old 24 November 2020, 21:33   #723
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Bug identified:
The export only takes into account the 1st spritesheet.
Spritesheets 2,3 ... are not taken into account.

Quote:
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New version released now supporting all 68k CPUs : http://aminet.net/package/dev/misc/REDPILLGameCreator

v0.8.3...
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Old 25 November 2020, 03:57   #724
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Quote:
Originally Posted by Zener View Post
-Now lower limit to play games is a Motorola 68000 instead of a 68020.
Amazing.
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Old 27 November 2020, 20:49   #725
Yoz Montana
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Hello Zener,

Map width is limited to 320
Would it be possible to increase the Map width?

In HUD, could you add vertical bar ?
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Old 27 November 2020, 22:11   #726
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320 is the limit. 320 tiles with 32x32 tiles is quite big 32 whole screens, 8 screens with 8x8 tiles, you could try making more levels if that is not enough.

The vertical bar is possible, I can implement it in future updates.

Quote:
Originally Posted by Yoz Montana View Post
Hello Zener,

Map width is limited to 320
Would it be possible to increase the Map width?

In HUD, could you add vertical bar ?
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Old 28 November 2020, 13:02   #727
Yoz Montana
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Thanks Zener

Made maps under RedPill is quite long and for convenience :
Would it be possible to import maps made with the Tiled software .tmx ?
And vice versa, that maps created under redpill can be read under Tiled.

Is it possible to have 2 layers parallax (256) + background (4 colors) ?


Quote:
Originally Posted by Zener View Post
320 is the limit. 320 tiles with 32x32 tiles is quite big 32 whole screens, 8 screens with 8x8 tiles, you could try making more levels if that is not enough.

The vertical bar is possible, I can implement it in future updates.

Last edited by Yoz Montana; 30 November 2020 at 10:02.
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Old 05 December 2020, 19:03   #728
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"var to Spd X"

Hi Zener,

The variable "var to Spd X" is not a global variable because it does not behave as such.
It is very inconvenient to have a variable speed which can be changed at any time.
If I give it a positive value and then a negative value. The negative value is changed well but not on the object.
If we used "mutate to", the variable is not taken into account at each change on the object.

To my knowledge,,a global variable is a variable with global scope. In this case "var to Spd X", it is not.
Or I didn't understand anything about 'var to spd X'.

can you explain "var to Spd X" ?
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Old 06 December 2020, 22:13   #729
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"var to Spd X" uses the value of a global var to set up the speed X of the current object. This way for example you can use this var to increase speed of enemies at some point to increase difficulty.

Quote:
Originally Posted by Yoz Montana View Post
Hi Zener,

The variable "var to Spd X" is not a global variable because it does not behave as such.
It is very inconvenient to have a variable speed which can be changed at any time.
If I give it a positive value and then a negative value. The negative value is changed well but not on the object.
If we used "mutate to", the variable is not taken into account at each change on the object.

To my knowledge,,a global variable is a variable with global scope. In this case "var to Spd X", it is not.
Or I didn't understand anything about 'var to spd X'.

can you explain "var to Spd X" ?
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Old 11 December 2020, 23:33   #730
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New version released! http://tiny.cc/getredpill

v0.8.4
-Pipeline fully moved to Amiblitz 3.8. Libs are now from this version
-Input key functions replaced to be compatible with ApolloOs.
-Auto slice fixes to allow bigger sprite areas, stack reviewed.
-In Sprite Sheet screen now the start frame and end frame of the sheet is displayed.
-Added some more checks to auto slice.
-FIX: Start shape was badly calculated for sprite sheets bigger than 2.
-FIX: Only first sprite sheet was exported.
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Old 14 December 2020, 00:34   #731
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I have a question to ask about collision. I am moving the character to the left and there is a wall on the left side. How do I make it when I collide to the wall while pressing left set speed X=0 only when I press left. When I press right there is no wall on this side I want the character to be able to move in that direction. There is no wall up or down, I want the character be able to move in this directions. But if there is wall in any of the sides and I press on the direction where this a wall in that direction, I want the player not be able to move in the direction where it hits the wall only.

Another question, when I am plotting objects it takes eternity to select an object at a time and then have to enter X, Y coordinate for that object. Then I have to go press top right and add another object, then manually enter new coordinates for this object. This takes too long and become tortures work to plot large maps. Is there anyway by just left clicking my mouse button and keep holding the button as I move the mouse it plots the walls by increments of 32 or 16 or 8? Like have it locked by grid.
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Old 18 December 2020, 21:15   #732
Yoz Montana
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Hi Zener,

Several crashes/freeze on the software when I modify the map.
After that, i lost several modifications and hours of work

I repeat my question:
Made maps under RedPill is quite long and for convenience :
Would it be possible to import maps made with the Tiled software .tmx ?
And vice versa, that maps created under redpill can be read under Tiled.
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Old 18 December 2020, 23:21   #733
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Maybe also adding autosave function?
Similar like in 3DS Max...
Basically, Red Pill automatically save scene every 5 minutes, and it uses 3 files for that, after it saves 3th file, after 5 minutes just override the 1st one (ex name: Autosave_01.pil)
It can be stored in Autosave folder.
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Old 19 December 2020, 01:34   #734
Yoz Montana
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Autosave will not change the problem to map creation under redpill.
Made maps under RedPill is quite long and tedious.
The Tiled (software .tmx) map import would save time especially for large map.
Trying to create a map of width 320, it is very long to do under redpill.


Quote:
Originally Posted by d4rk3lf View Post
Maybe also adding autosave function?
Similar like in 3DS Max...
Basically, Red Pill automatically save scene every 5 minutes, and it uses 3 files for that, after it saves 3th file, after 5 minutes just override the 1st one (ex name: Autosave_01.pil)
It can be stored in Autosave folder.
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Old 19 December 2020, 01:47   #735
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Quote:
Originally Posted by Yoz Montana View Post
Autosave will not change the problem to map creation under redpill.
That's why I added "also" in my first sentence.
So, I was just adding to your suggestion.
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Old 19 December 2020, 14:53   #736
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Yep, not crashing should be the first priority

You can already import binary format for the maps, tiled uses xml I think, there has been some time since I last looked at it.

Tilestudio maps can be exported to binary files and then imported in redpill
http://tilestudio.sourceforge.net/

If you send me the map/project giving you trouble I think I can find the reason for the crash and fix it

Quote:
Originally Posted by Yoz Montana View Post
Hi Zener,

Several crashes/freeze on the software when I modify the map.
After that, i lost several modifications and hours of work

I repeat my question:
Made maps under RedPill is quite long and for convenience :
Would it be possible to import maps made with the Tiled software .tmx ?
And vice versa, that maps created under redpill can be read under Tiled.
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Old 19 December 2020, 15:00   #737
Yoz Montana
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no Problem
I understood the meaning.

For the development of games, all drawings are made with the Pro Motion NG software which has a map creator. It reads .iff which is not the case with Tiled.
For information, Tiled is free and Pro Motion NG is not free.

With these software, we can export is in .xml format, which is very useful for the exchange of complex contents.
In the case of Redpill, it would be very good if we had this possibility of importing and exporting maps in .xml

Moreover, thanks to the xml tag, you can check the values ??and just import the useful data.

The creation of the maps would be very fast thus saving time for development.


Quote:
Originally Posted by d4rk3lf View Post
Maybe also adding autosave function?
Similar like in 3DS Max...
Basically, Red Pill automatically save scene every 5 minutes, and it uses 3 files for that, after it saves 3th file, after 5 minutes just override the 1st one (ex name: Autosave_01.pil)
It can be stored in Autosave folder.
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Old 19 December 2020, 15:27   #738
Yoz Montana
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When I use RedPill for more than an hour, the software freezes.
After the reboot, when loading the project, the variables remained in the freeze state and the modifications of the map are lost.

When I modify the map during a rather long lapse of time, I no longer have access to the tiles then the software freezes some time later.

Guru meditation : if you loaded image tile 256 colors when screen mode is ECS.


Quote:
Originally Posted by Zener View Post
Yep, not crashing should be the first priority

You can already import binary format for the maps, tiled uses xml I think, there has been some time since I last looked at it.

Tilestudio maps can be exported to binary files and then imported in redpill
http://tilestudio.sourceforge.net/

If you send me the map/project giving you trouble I think I can find the reason for the crash and fix it

Last edited by Yoz Montana; 19 December 2020 at 17:16.
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Old 03 January 2021, 19:20   #739
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New version released: http://tiny.cc/getredpill

v0.8.5
-Added action Trigger Prev Level to move to the previous level.
-Added action Trigger Level# to var to set a Var with the current level
number.
-Improved ApolloOS/AROS compatibility.
-FIX: In Spitesheet screen, Pick could lead to a crash.
-FIX: In edit Display Object x & y.
-FIX: In Level editor 1 key moves to the previous level.
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