23 June 2018, 18:17 | #321 |
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New version out! http://tiny.cc/getredpill
v0.6.3 Notes: -Added volume settings for the songs in the audio menu. -Added condition triggers Collides Player X and Collides Player Y to check only one dimension. -Added action trigger Change Type to change type of object. -Platform code modified to avoid unwanted behaviour in certain conditions. -Scroll code modified to avoid certain artifacts and some problems with tiles of 24 pixels. |
24 June 2018, 10:35 | #322 |
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Yes Zener, it's another game.
I would like to make a demo of this games, how do you do it with Redpill ? Compile all files in .exe or for a demo in .adf |
24 June 2018, 11:43 | #323 |
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These are the instructions, you can also take a look at redpill games like Mirror https://www.dropbox.com/s/vdiea28brc...irror.adf?dl=0
1-Create a folder for your game 2-Copy your project to the new folder. Keep the path you had under the REDPILL folder. 3-Copy res folder and REDPILLPlayer to the new folder 4-Try that the game still works using the REDPILLPlayer. You will need to select the game when the requester pops up. 5-You can rename REDPILLPlayer to the name of your game Avoiding the requester 1-Click on the REDPILLPlayer icon, edit its properties in the Workbench 2-Edit the Icon tooltype named PROJECT, remove the ; at the start and change the path to point to your project .pill file. For example: PROJECT=projects/mygame/mygame.pill Making a adf file 1-You need the following libs in you libs folder: asl.library, diskfont.library and mathtrans.library. 2-You need the Assign command in your path 3-Copy all the files in your game folder (the one containing the REDPILLPlayer) to the disk. 4-Edit the disk startup-sequence and add these running the player: Assign env: ram: REDPILLPlayer <path to .pill file> For example: REDPILLPlayer projects/mygame/mygame.pill |
25 June 2018, 08:27 | #324 |
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Thanks for your answer Zener.
is there any software that can compile all the files like amos compiler for Redpill ? I would like to make just one file .exe In a nutshell : Redpill™ Compiler - |
22 July 2018, 00:00 | #325 |
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Hi Zener and all the members of this big foro web. I have stun in a red pill problem, and is that i've been trying to make a game for a month and the collisions between enemies have me up to the hat. Is it possible to do that now in this version? Is it possible to take a rock from the level, throw it on the ground and climb on it? that is, to make solid objects? Thank you very much.
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23 July 2018, 14:25 | #326 |
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Hi Amiga Factory,
Unfortunately, it is not possible to create solid objects. http://eab.abime.net/showpost.php?p=...&postcount=313 Plateform properties on moving objet is added in the backlog by zener http://eab.abime.net/showpost.php?p=...&postcount=315 |
23 July 2018, 21:38 | #327 |
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Hi yoz, thx for answer. It’s a pitty because a Lot of games can be useful. Then i expect for the version that solve this. Thanx for all !!!
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23 July 2018, 22:01 | #328 |
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found another game planned with Redpill engine
Agonman (Pixorra) https://amigatronics.wordpress.com/2...juego-redpill/ [ Show youtube player ] 060 needed Last edited by Aladin; 23 July 2018 at 23:58. |
30 July 2018, 13:48 | #330 |
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Bad Ninjas has been recently released and it is freely available.
[ Show youtube player ] Platform movement can now attempted with the Set parent trigger, it may work.... Also, V0.6.4 has been released with some improvements: -Added support for song modules compressed in PowerPacker. -Added Fade In and Fade Out action trigggers. -Added On Fade Out condition to trigger something when fade is complete. -Fixed a graphics glitch at the start of the games. -Some fixes in scroll routines. -Small changes that could make the game unstable. |
01 August 2018, 18:26 | #331 | |
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Quote:
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22 August 2018, 20:07 | #332 |
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Hi zener,
Amazing update : support for song modules compressed in PowerPacker. After few more test, RedPill engine is not fast for scrolling. It's not possible to make a shump. Could you actived mouse input to make puzzle game ? could you add main screen in Hi resolution like Unreal (Amiga) for game presentation ? Example : screen 1 : Logo game (hi-res) -> screen 2 : main screen (hi-res) -> in game (low-res) Last edited by Yoz Montana; 24 August 2018 at 13:28. |
28 August 2018, 11:22 | #333 |
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I just came across this one and it looks quite interesting. What about the speed? How fast is it?
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28 August 2018, 13:08 | #334 |
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@aszu
It is not yet speed optimized. It will be when it reaches version 1.0 . |
28 August 2018, 13:30 | #335 |
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Thanks. Can you make .exe with it or do you need a specific 'player'?
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28 August 2018, 13:47 | #336 |
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You need a player.
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31 August 2018, 21:58 | #337 | |
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Quote:
Zener I have one question and I really seriously wish you consider this, please. Since your project is in alpha stage changes and rewrite is still possible and easy. Why not make your RedPill a complete application in workbench using MUI interface and RTG support that when compile the game can use ECS/OCS/AGA as well as RTG version. But the editor much like BoulderDash editor in aminet is a full functioning workbench interface application with windows, menu, buttons, scrollbars, etc instead of trying to mimic SUCK or whatever is out there. Please consider this! Please! This gives flexibility in a long shot. So picture this. In the MUI Windows interface the program can easily add more triggers fields such as text box, buttons, etc when you keep click on the button Add and if more is added and cannot fit in the windows screen a scroll bar will show up where you can scroll up or down. This not only gives it a professional feel...but also gives you endless power to customize your editor into a full functional business application to write games for Amiga. You can also compile RTG games without the need to program complex C/assembly code or learn programming language. The tool will also allow you to write action games, rpg, action rpg, adventure text game, etc. If you can manage to make it grow the way Game Maker or Engine001 grew on Windows you will save Amiga in ways no one in this community could ever save!! New generation developers will be able to write finally new games that could bring the Amiga market back to life. |
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13 October 2018, 13:47 | #338 | |
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I will think about that, but changes are never easy, even more after 4 years of development
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13 October 2018, 13:48 | #339 |
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New version released, many changes in sprite background and improvements in animations. Get it now: https://tiny.cc/getredpill
V0.6.6 New features and changes: -Added Import text map feature, this is a text file using comma separated values. tIDE for example uses this format. -Sprite background code is removed when using a ECS machine. AGA and ECS projects can use the background, it will not show up in ECS machines. -Sprite background now loops properly every 256 pixels. -Sprite background movement is disabled during dialogs. -Added the possibility to allow the sprite backgrond to be affected by camera movement, this value could be fractional. -Fixed bug when going from a level with sprite background to one without. -Animations now can be looped or not. -For non looped animations you can tell the animation to play another animation automatically. -In animation menu you can use 1 and 2 keys to advance or go back a frame. Use space to play and stop. -Changed the way texts are saved to avoid extra returns being used. |
14 October 2018, 18:11 | #340 |
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Ah new stuff cheers. Can you also add an option to loop music mods please. And I'm still wishing for better scroll speed.
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