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Old 14 January 2019, 18:14   #421
amiman99
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Quote:
Originally Posted by Yoz Montana View Post
Yes, it's possible.
Panel Objects : z:[ insert number of depths ]
Hmm...I can not find this option and I'm using the latest Redpill version.
I went through all the condition and action panels.


Also, can you compare the enemy y position to the player, and then do action to change the Z plane?

Edit: I did find "Z" option in the object window, which is nice, but I need to change it during run time. It's needed for beatem ups like Golden Axe, Final fight etc.

Last edited by amiman99; 14 January 2019 at 19:31.
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Old 14 January 2019, 18:15   #422
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@DamienD
It's kind of a my fault.
I saw that thread, but was kind of afraid that no one will notice my first question there, so I asked here.

Not sure if it's better that we keep all questions in separate thread, or in this thread.
If Zener wants this thread clean of questions (and only for updates, and bug reporting), I'd gladly ask questions in other thread.
But then again, after a while (if we have pause), every new Redpill user will naturally ask here.

Dunno if it's the best keeping questions in other thread

But I'll respect whatever you guys decide.
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Old 14 January 2019, 21:02   #423
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I have no problem in asking questions here, whatever works for communication is fine.

About Z, yes, there is a field in objects for Z, I knew it was going to be useful some day. I will allow to sort by Z in realtime, just keep in mind it is going to use some CPU, I hope not a lot.
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Old 14 January 2019, 23:49   #424
amiman99
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Quote:
Originally Posted by Zener View Post
... I will allow to sort by Z in realtime....

So, not yet, but in the future?



BTW, At the beginning of the Redpill I had a lot of trouble getting things working do to crashing and instability of the sw, but now, not a single crash so far. I'm glad it's progressing nicely.
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Old 15 January 2019, 06:08   #425
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I have one more question to ask. A help on the matter of spawning a character and moving by keys on the keyboard. I have the psycho face to be the place that does all the controlling of the character, determining the turn, determining the winning point etc. However, I want when I spawn the character and use the input key to move up, down, left, right I don't want the psycho face to move..but the spawned character I just spawned until I hit enter. Then the second turn takes effect and the new character spawned to be moved by the second character and so on. Can someone give me a starting point how do I go about doing this?

Thanks in advance.
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Old 15 January 2019, 13:36   #426
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Quote:
Originally Posted by Zener
1. Sometimes clipping and slowing sprite
Please could you give me more details about 1?
RedpPill 0.6.10 | Clipping and slowing sprite in this video:
[ Show youtube player ]

Bug freeze or Guru Meditation : file "sprites.rar"
When i load this image sprites.iff, i don't understand why RedPill freeze or Guru Meditation.
The behavior is not normal. I already had this problem with background images that do not load.


Suggestion : improve gestion of Object and triggers
------------------------------------------------------------------

Panel Objects :
Can you leave the icons for each objects :
[ Add Object ]
[ Dell Object ]
and create a new icon [ Insert Object ] as
[ Add Object ]
[ Insert Object ]
[ Dell Object ]

Panel Edit Triggers :
Can you create a new icon [ Insert ] as [Add][Ins][Copy][Paste][Del][Save][Load]
------------------------------------------------------------------------------------------------

Update example Gloden Axe version AGA with 6 playable Levels.
In this demo, i used triggers Check Exits, defined the map limits to 10 at 84 and for direction i used mirror animation for character. The backgrounds are 256 colors
Attached Files
File Type: rar example_goldenaxe_AGA_by_YozMontana.rar (333.3 KB, 20 views)
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Old 15 January 2019, 13:44   #427
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Great work with Golden Axe so far.
It even works on RedPill version 6.9 that I have on my laptop.
Will you add fighting inputs (sword)?
----------------------------------

I still struggle on how to instantiante (spawn) object at rate I want.

EDIT:

I finally did it!
Wopeeeeeee!

Here it how it goes, if anyone struggle with spawning object at rate you want.

First create a timer (let's say 1000 value) and call it "Spawn"
Then Spawner object needs triggers to be setup like this:

1)
Condition
Once

Action:
Activate Timer: Spawn

2)
Condition
X Var Triggered: Spawn

Action:
Instantiante (object that spawns)
Activate Timer: Spawn
-----------------------------------------

And there you go.
Whenever you reduce timer in Globals (let's say from 1000 to 500), it will spawn faster... and opposite.

Cheers to all!

Last edited by d4rk3lf; 15 January 2019 at 15:07.
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Old 15 January 2019, 22:26   #428
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Quote:
Originally Posted by d4rk3lf View Post
Great work with Golden Axe so far.
It even works on RedPill version 6.9 that I have on my laptop.
Will you add fighting inputs (sword)?
----------------------------------

I still struggle on how to instantiante (spawn) object at rate I want.

EDIT:

I finally did it!
Wopeeeeeee!

Here it how it goes, if anyone struggle with spawning object at rate you want.

First create a timer (let's say 1000 value) and call it "Spawn"
Then Spawner object needs triggers to be setup like this:

1)
Condition
Once

Action:
Activate Timer: Spawn

2)
Condition
X Var Triggered: Spawn

Action:
Instantiante (object that spawns)
Activate Timer: Spawn
-----------------------------------------

And there you go.
Whenever you reduce timer in Globals (let's say from 1000 to 500), it will spawn faster... and opposite.

Cheers to all!
I have been asking about spawning..got ignored but you answered it in a different topic which is great for me!

Here is the thing...I want to spawn an object let us say at X=32, Y=0. How do I go about doing that? Then I want to control that object I spawned until I hit the enter key then it spawns another object at X=32, Y=0 and control the next spawned object while keeping the first spawned object in its place. How do I do that?

Thanks in advance.
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Old 16 January 2019, 10:39   #429
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Quote:
Originally Posted by xboxown View Post
I have been asking about spawning..got ignored but you answered it in a different topic which is great for me!
Hey mate.
We are not being ignored, it's just that this community is very small, and they all have their personal projects.
Last few pages both Zener and Yoz Montana provided a huge help on various questions, but we can'r expect that they are here 24h/day for our beginner questions.
Personally, I think it's better for Zener to focus on developing this app, then to answer these questions.
Then again, I think it's really time that someone do a basic help file on what each condition and action means, so new users don't get stuck from the start.
-----------------------------

As for your questions, as you know, I am also beginner, but I maybe able to help you on the first part.

Quote:
Originally Posted by xboxown View Post
Here is the thing...I want to spawn an object let us say at X=32, Y=0. How do I go about doing that? Then I want to control that object I spawned until I hit the enter key
Maybe something like this:
- Obviously, you first make your character (load a spritesheet), and enable that character in objects.
- Then (while still in object menu) go down and press "load triggers", and go to folder triggers (that comes with RedPill install), and load 8 direction triggers.

So, now you have top/left positioned character that you can move

Now, enter the "edit trigger", go to the last trigger and click add to add a new triggers.

In this new trigger do this
Condition:
ONCE
Action:
Set position X: -50
Set position Y: -50
(this will move character off the screen, so we can't see it on the top left corner).

Add another trigger with this:
Condition:
Input Fire 1 - Pressed - Player
Action:
Set position X (wherever you want to spawn)
Set position Y (wherever you want to spawn)

now you can move your character, from the desired spawn position
--------------------------------

That's all I can help, my knowledge stops there
I don't know how to use Enter key, or use second object, while this remain where it left.

Hope this helps a little.
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Old 17 January 2019, 08:10   #430
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Would it be possible to make a simple point and click adventure game ala Monkey Island with RedPill?
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Old 17 January 2019, 09:54   #431
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Quote:
Originally Posted by SvladJelly View Post
Would it be possible to make a simple point and click adventure game ala Monkey Island with RedPill?
Redpill is not a gaming making tool. Redpill is a programming language. You can make whatever game style you want with it. Redpill should have zero limitations to any style of the game you can make with it...hence, tutorials, books, video tutorials is needed to learn how to use it. However, right now...redpill is in it's purest alpha stage. Let us support it by reporting bugs and requesting features and showcasing what we can do with it's current alpha stage.
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Old 17 January 2019, 13:07   #432
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The engine seems to be tile based so a Zelda like might be easier than Monkey Island.
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Old 17 January 2019, 15:23   #433
Yoz Montana
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Background incrustation and new feature : press long fire to speed charactere
Bug report :
Slowing redpill engine timecode : 6s -> 10s

[ Show youtube player ]

Last edited by Yoz Montana; Yesterday at 13:54.
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Old 18 January 2019, 06:04   #434
turrican3
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Do you think that a game like penguin adventure could be done with redpills ?
[ Show youtube player ]

btw, congratulation for this tool !!!
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Old 19 January 2019, 00:16   #435
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Ok i did a fast excursus of the thread and so i understood RedPill has a GUI but internally has its own language; that makes me think if in the future (unless already done) would be possible to have assets and script separated from the runtime so that someone could use a custom engine that use redpill assets but coded in assembly or C to speed up a bit things if needed - that would be a definitive advantage compared to Backbone tools i think
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Old Yesterday, 10:17   #436
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Quote:
Originally Posted by Yoz Montana View Post
Background incrustation and new feature : press long fire to speed charactere
Bug report :
The slowy redpill engine timecode : 6s -> 10s

[ Show youtube player ]
Hi Yoz, could you help me identify why there is this slowdown? anything particular happening, in the video I can't identify anything that can cause it.
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Old Yesterday, 10:22   #437
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Quote:
Originally Posted by turrican3 View Post
Do you think that a game like penguin adventure could be done with redpills ?
[ Show youtube player ]

btw, congratulation for this tool !!!
Thanks! I don't think it is the right engine for penguin adventure, as it is a pseudo 3d game, and redpill is aimed to standard 2d games.

If you like MSX games, something like Knightmare is more suitable to redpill capabilities.
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Old Yesterday, 13:55   #438
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Quote:
Originally Posted by Zener View Post
Hi Yoz, could you help me identify why there is this slowdown? anything particular happening, in the video I can't identify anything that can cause it.
When you load a project and then create a new project, the reset of all parameters is not done correctly.
Old sprite sheets, tile bank, level object, levels are not cleared.
These are things with the project load on the other project.
No reset of the parameters.

Clipping/slowing redpill engine, you can test with this example :
Example_goldenaxe_AGA_by_YozMontana.rar

Explication in this video :
[ Show youtube player ]
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Old Yesterday, 19:18   #439
d4rk3lf
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Quote:
Originally Posted by turrican3 View Post
Do you think that a game like penguin adventure could be done with redpills ?
I think that second level (on the planet) is quite possible with RedPill.
Objects are not big sized, and you can make asteroids sprite sheet with different sizes (and even spinning).
The you spawn them from the center, and play animation from small to big....
I guess, you can make that collision counts, only when asteroids reach biggest size.
Not completely sure, though


Quote:
Originally Posted by Yoz Montana View Post
When you load a project and then create a new project, the reset of all parameters is not done correctly...
Yeah, I also noticed this.
When you click new project (or just load project over the old one) it keeps many stuff from the old project, like backgrounds, and tiles (if you don't have your own).

I also couldn't delete object, from the objects menu. It kind'a delete it, but when I go to levels, I see it's still there, or if I click add new object (after deleting old one), it just brings back deleted objects.
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Old Yesterday, 20:23   #440
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Quote:
Originally Posted by d4rk3lf View Post
Hey mate.
We are not being ignored, it's just that this community is very small, and they all have their personal projects.
Last few pages both Zener and Yoz Montana provided a huge help on various questions, but we can'r expect that they are here 24h/day for our beginner questions.
Personally, I think it's better for Zener to focus on developing this app, then to answer these questions.
Then again, I think it's really time that someone do a basic help file on what each condition and action means, so new users don't get stuck from the start.
-----------------------------

As for your questions, as you know, I am also beginner, but I maybe able to help you on the first part.



Maybe something like this:
- Obviously, you first make your character (load a spritesheet), and enable that character in objects.
- Then (while still in object menu) go down and press "load triggers", and go to folder triggers (that comes with RedPill install), and load 8 direction triggers.

So, now you have top/left positioned character that you can move

Now, enter the "edit trigger", go to the last trigger and click add to add a new triggers.

In this new trigger do this
Condition:
ONCE
Action:
Set position X: -50
Set position Y: -50
(this will move character off the screen, so we can't see it on the top left corner).

Add another trigger with this:
Condition:
Input Fire 1 - Pressed - Player
Action:
Set position X (wherever you want to spawn)
Set position Y (wherever you want to spawn)

now you can move your character, from the desired spawn position
--------------------------------

That's all I can help, my knowledge stops there
I don't know how to use Enter key, or use second object, while this remain where it left.

Hope this helps a little.
it did not work. Here is my scenario or case scenario so that you guys understand where my issue is.


I am sorry but I have been trying for weeks and it failed. This is why I am posting this again with a reply and this time with an attachment. Looking at the attachment this is my case scenario....I have the board, and that clown face. From the clown face I want to put triggers to spawn the character at the X=0, Y=0 on the board on the left side of the screen. Then when I move the arrow keys the player moves on the board and ones I press the first button or hit enter or spacebar it places the piece there and the clown face checks to see if it is the second player. When it is the second player it spawns (make a new piece and store the new piece in memory) and places it again on X=0, Y=0 and then the second piece get to be moved by the player while the first piece stay put where the first player placed it. When the second player press spacebar or press fire button it places that in the board then the clown face spawns a new first player and places it on the board X=0, Y=0 and so on. I tried everything...Instant X=0 or set position X=0 or whatever and nothing happens.

Let me show you code logic so far what I have done.

Object (Player1)>Trigger 0

Condition Parameter
Position X >=0 0
Input Right Pressed Player1

<
Set Position X 16
Set Speed X 255
>

Object (Player1)>Trigger 1

Condition Parameter
Position X >=0 0
Input Right Released Player1

<
Set Position X 0
Set Speed X 0
>

Object (CrazyFace)>Trigger 0

Condition Parameter
Var TRUE IsSpawnP1

<
INSTANTIATE X Player1 0
INSTANTIATE Y Player1 0
Set VAR IsSpawn1 False
>


Object (CrazyFace)>Trigger 1

Condition Parameter
Var TRUE IsSpawnP2

<
INSTANTIATE X Player2 0
INSTANTIATE Y Player2 0
Set VAR IsSpawn2 False
>

Object (CrazyFace)>Trigger 2

Condition Parameter
ONCE

<
Set VAR IsSpawnP1 TRUE
>
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