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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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Quote:
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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.
/* End of Code */
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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 25 January 2020, 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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Old 27 January 2020, 14:42   #649
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Well it happens on both real hardware and emulation. And it can happen as soon as level 1. And it still happens in 7.8 and all 20 versions before it. But if you think you can't make it any better than I'll release it like it is.

Quote:
The delay times after loading seem fine now
Is it already better since 7.7 or should I wait for 7.9?
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Old 27 January 2020, 15:20   #650
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My suggestion would be to wait for 7.9 and get at least sound back. I can also be super generous with the delay times in this one. If you are in a rush let me know and I can send a preview version just to you.

Quote:
Originally Posted by Lemming880 View Post
Well it happens on both real hardware and emulation. And it can happen as soon as level 1. And it still happens in 7.8 and all 20 versions before it. But if you think you can't make it any better than I'll release it like it is.



Is it already better since 7.7 or should I wait for 7.9?
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Old 27 January 2020, 20:53   #651
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Yes please send it so I can test it.
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Old 03 February 2020, 08:47   #652
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RedPill

Hi, i have a minor request for 0.7.9 :-)
Can you add support for version in binaries, sometimes it could be usefull to check the version+revision of the program used just by verify the file with version

https://wiki.amigaos.net/wiki/AmigaO...erence#VERSION
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Old 03 February 2020, 14:02   #653
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I don't know how to support the AmigaOS command Version, but I will be able to implement something that prints the player version like RPPlayer -version
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Old 05 February 2020, 22:21   #654
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cant you insert the $ver string in the redpill exe?

http://amigadev.elowar.com/read/ADCD.../node0011.html
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Old 06 February 2020, 11:47   #655
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Quote:
Originally Posted by tolkien View Post
cant you insert the $ver string in the redpill exe?

http://amigadev.elowar.com/read/ADCD.../node0011.html
Gracias! It has been very easy to do and it works
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Old 16 February 2020, 14:03   #656
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No news, no response, no update?

Meanwhile :

Last edited by Yoz Montana; 16 February 2020 at 15:13.
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