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Old 08 December 2016, 11:37   #81
nobody
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Check this thread for game mechanics i pulled off with this editor.

So far i haven't found how to resize level map more than 40x28 (?)

http://eab.abime.net/showthread.php?t=84891
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Old 08 December 2016, 19:56   #82
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New RedPill version comes before X-Mas!
v0.4.7 comes full of fixes and new features!

Get it here: https://drive.google.com/open?id=0Bz...3JlWnR0LWlaMnM

v0.4.7
-To exit a game now you have to use ESC key instead of the right mouse button.
-Camera parameter Camera Forward Focus allows to change how forward the camera moves towards where the player is facing.
-Camera parameter Camera Smoothing adds delay to the camera movement, the higher the value the smoother it will be.
-New condition triggers to check object speed X and speed Y values.
-New condition triggers to check object angle and the speed on that angle.
-On Level Objects screen clicking anywhere on the screen shows the position on the status bar.
-On Level Objects screen Object position can be set directly using the edit boxes.
-When entering Level Objects screen the first game Object is centered on screen.
-When grabbing objects on Level Objects screen now the offset where you click is taken into account.
-New project now cleans all the bitmaps from the previous loaded project.
-New action trigger to change Objects weight.
-New action trigger to change overall gravity.
-New condition trigger to check distance to target object.
-More than one level tile can be changed per frame when using Change Tile trigger.
-Collision routines have been greatly optimized.
-Fix for game display being erased everytime screen changed.
-Fix for calculate dimensions returning a value one tile short.
-Fixed tiles on the right and bottom of the level not being rendered.
-Galaga project updated with Nobody's work.Pacman project updated too.
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Old 08 December 2016, 20:03   #83
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that's great i will check this version
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Old 14 December 2016, 16:36   #84
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just a tip, the iff sound effects in the shoot em up construction disk 1 should be compatible with this program (there are 3 folders there with sound effects)
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Old 15 December 2016, 02:19   #85
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Nice looking game engine!

I noticed in the Youtube videos that the games run kinda sluggish with sprites/bobs flickering and square collision boxes around them. Is that normal?
Is it because in runs using the redpill player, test mode?

Can you compile the exe and it runs faster?

Thanks.
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Old 15 December 2016, 05:15   #86
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It runs sluggish because it is on editor test mode, and draws additional stuff to show collision boxes. It should be faster on player. But still slow on winuae 68030 if more than 3/4 bobs running on screen (if not moving then speed is fine), I guess it needs some further optimisation.
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Old 15 December 2016, 05:39   #87
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Quote:
Originally Posted by nobody View Post
It runs sluggish because it is on editor test mode, and draws additional stuff to show collision boxes. It should be faster on player. But still slow on winuae 68030 if more than 3/4 bobs running on screen (if not moving then speed is fine), I guess it needs some further optimisation.
Thanks, I'll be watching this sw, looks like it's progressing well.
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Old 19 December 2016, 14:57   #88
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Interesting interview showing a bit how it works. In spanish though:

[ Show youtube player ]
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Old 04 January 2017, 08:59   #89
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Background color editor coming in the next release

https://scontent-mad1-1.xx.fbcdn.net...9d&oe=5919AB50
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Old 18 January 2017, 19:13   #90
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Video showing how to edit the main character, including animations. I may add some notes soon

[ Show youtube player ]
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Old 18 January 2017, 19:39   #91
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Old 19 January 2017, 20:42   #92
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Looks pretty powerful and fairly user friendly


Sent from my iPhone using Tapatalk
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Old 22 January 2017, 15:59   #93
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Lazy Sunday? Try the new RedPill version

Get it here: https://drive.google.com/open?id=0Bz...EkyNm9VZWJscjQ

Release notes
v0.4.8
-In Screen menu now you can set up the background color and also the copper rainbow color to use.
-Triggers can now be copy & pasted.
-In the camera settings now you can select the object to follow.
-Added shortcurts to go to the first and last triggers.
-Added condition trigger to know if a certain animation is playing.
-Added condition trigger to check if animation is in a certain frame.
-Added condition trigger to check if animation has reached the end.
-Added action triggers to change the background color and also the rainbow color (start and end color).
-Added action trigger to change the object the camera is following.
-Animation values can be edited directly typing the values.
-Fix for a crash that happened when playing with grid and autoslice.
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Old 22 January 2017, 16:18   #94
hipoonios
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Nice to see RedPill getting better and better. Wonder who will be the first to create a full game? Nobody seems to have come quite far with his game

Someone should write a tutorial like the one we have for Backbone. Then we might have seen more games created with RedPill. Wish I had the time...

Last edited by hipoonios; 22 January 2017 at 16:42.
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Old 22 January 2017, 17:55   #95
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im working on it ... although slowly
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Old 22 January 2017, 18:01   #96
hipoonios
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Quote:
Originally Posted by mjnurney View Post
im working on it ... although slowly
Nice to hear Let me know if you guys need a play tester.
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Old 23 January 2017, 16:44   #97
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Very good job I didn't tested this because of lack of time but I will do soon.
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Old 24 January 2017, 11:16   #98
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Hi everyone ! Really happy to hear about RedPill ! I'm really looking forward for it to supersede Backbone. So many people spending months on nice games ruined by this old engine :-)

No tried yet but do you guys get 50 FPS in scrollings ?
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Old 24 January 2017, 14:17   #99
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@Zener

can't thank you enough m8!
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Old 16 February 2017, 10:33   #100
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Thank you all!

Time for a short update. Next RedPill version is going to be 0.5.0. The reason is because there will be major internal changes in the engine. There changes were needed and planned and justify the change in version number. Don't worry, RedPill will be used the same way as now and I am 99% sure projects from 0.4.x will be compatible with 0.5.0.
0.5.x versions will bring important features like:
-Possibility to have much much bigger levels.
-Less valuable chip memory usage, and less memory used overall.
-Possibility to have more than 10 levels.
-Objects inside objects.
-More game examples, more tutorials, more documentation, etc.
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