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Old 19 December 2019, 20:04   #641
Yoz Montana
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Quote:
Originally Posted by Zener View Post
Separate palette for each level, not exactly, for each tileset. If you use a different tileset per level you will get a different palette per level.
I don't really understand the difference ?
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Old 19 December 2019, 20:53   #642
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You can switch between tilesets in one level (i guess). And so, you do not need to change the level to get a new palette.
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Old 20 December 2019, 20:57   #643
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You can switch between tilesets in one level (i guess). And so, you do not need to change the level to get a new palette.
Basically all tilesets have its own palette, but differents levels can share the same tileset.
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Old 29 December 2019, 12:27   #644
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Quote:
Originally Posted by Zener View Post
Basically all tilesets have its own palette, but differents levels can share the same tileset.
Why this information has not been shared before ?
This is crazy!

As a developer, it's really incomprehensible.
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Old 11 January 2020, 13:10   #645
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A new version has been released, get it here: http://tiny.cc/getredpill

Changes and fixes:

-All new games will be created in the projects folder. When starting the editor the main things you can do are creating a new project or loading an old one.

-Examples folder has been removed.

-Fast loading options have been added to access quickly your last loaded games.

-Mulipalette example has been added, it shows how to use two different 16 colors tilesets and 16 color sprites in a 32 color game.

-Side X behaviour has been refactored, behaviour could be slightly different.

-Anim Comp condition trigger has been implemented, it can replace Anim is and Anim is not triggers.

-Anims with loop now allow a Next Anim to be filled, when the looping anim is stopped it will play the specified next animation.

-Level being edited can now be changed in the Edit Level screen.

-If foreground and background colors chosen in the dialogs are the same the text color chosen will change.

-An issue when going back from Tiles screen has been fixed.

-Issue with Text Dialogs rendering has been fixed.
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Old 11 January 2020, 19:45   #646
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To continue the development "Guardian", these 2 features should be implemented :
_ 2 sprites sheets in the same level (players and enemies)
_ Autonomous animation loop (no shifted animations, no need to touch up the code)

Development is stopped due to animation offset problems when adding new sprites to the spritesheet.
In the current state, it is impossible to add objects to equip the person (players) with new functions such as : car, helicopter, overboard, jetpack, ect.
It's the same thing for the enemies because they are in same sprites sheets.

If adding these 2 features not possible on Redpill, could you confirm it?
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Old 14 January 2020, 15:40   #647
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After creating an adf in 0.7.8, music and sound don't work?

Ps. I also can't release my game as long as the floppy light isn't fixed. Any news on that?
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Old Yesterday, 18:30   #648
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Thanks for noticing, there is a fool, aka me, that compiled the Redpill player with sound deactivated. It is fixed for the next version.

The delay times after loading seem fine now, maybe I left one without fixing or your floppy drive is really a slow one.

Quote:
Originally Posted by Lemming880 View Post
After creating an adf in 0.7.8, music and sound don't work?

Ps. I also can't release my game as long as the floppy light isn't fixed. Any news on that?
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