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Old 08 May 2019, 15:54   #541
darkfalzx
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Quote:
Originally Posted by Zener View Post
The scroll buas was eady to find, it will be fixed in the next version.

To move between levels, there is a simpler solution, you can check it out in this video: [ Show youtube player ]
The player objects needs to have a Check Exits trigger

My issue with the exit triggers was that in a metroidvania rooms can have multiple points of entry, so my trigger-object system solves that quite handily by teleporting the player to the location of the appropriate exit object on room start.


I know I'm totally getting ahead of myself here, but...

Reloading a sprite sheet breaks all frame offsets for regular frames but keeps mirrored offsets intact.
Overall, the sprite import process is a bit messed up, as there doesn't appear to be a way to add sprites to a sheet without re-parsing all existing ones. Like, for example I started my sprite sheet on a 32x32 grid to save space, but now that I need to add larger or smaller sprites, I have no choice but to re-add all frames from scratch.
Having multiple sprite-sheets would be a great since we can then use them for separate characters and effects.

I noticed that both, trigger and action order matters. Can we get an ability to re-order them?

Condition triggers are all executed with AND condition. Can we please get an ability to add AND, OR, and NOT prefixes to trigger conditions?

Another cool feature would've been control over camera's bounding coordinates from within the triggers. If I could change camera's minimum and maximum X and Y I could subdivide a single map into individual scrolling rooms without having to load a new level each time.

Lastly, do you think it would be difficult to add ability to refer to internal variables, like X, Y, Z, XSPEED, and YSPEED (etc) in variable assignment triggers and possibly allow for user-created math statements in variable or position declaration?

Last edited by darkfalzx; 08 May 2019 at 20:03.
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Old 09 May 2019, 17:37   #542
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Uh-oh!
Is the limit of 32 triggers per object hard set in stone?

I was finally been able to get the player movement and jumping the way I wanted it, but as soon as I tried moving on to other functions I ran out of triggers: (

Aww, and it was just getting good: (

More triggers or better yet, more flexibility in trigger condition structure could've been awesome. One thing that really blown up my trigger count was the need for separate entries for left and right facings* and need to create a whole new trigger where an OR condition could've lumped a hole lot of them together.

*(could probably be "fixed" by having the facing be a variable like [RENDER] -> [ANIM XSCALE] -> [ 1 or -1 ]. 1 - original facing, -1 flipped)

Here's my latest build if anyone wants to see: boop
Do you think I can shave any of the triggers off my main player object without losing any of the "polish" and functionality?

EDIT
I think I figured out a way to expand the trigger count by "stacking" objects. Having controls and collision being handled by the core player object, but display the animation via a child object.

Last edited by darkfalzx; 10 May 2019 at 18:04.
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Old 11 May 2019, 11:01   #543
Zener
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The trigger limit is right now 32 for each object, it is really a limitation, at least for now is quite difficult to change it. After looking at the project I think maybe you can use less triggers for animation or even use the level exits sometimes, mixed with your approach.

Some tips:
-You can use trigger animation finishes some times to chain animations
-In animations, if in the anim facing to the right you put as mirror anim the one facing to the left, the system (sometimes) saves you from adding a trigger for playing the animation left.

To reorder triggers, for now you can use the Copy/Paste feature, it is tedious to do it but for now it is the only way.

Thanks for your suggestions, I will try to implement some solutions for the next updates.
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Old 13 May 2019, 21:04   #544
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New REDPILL is out! http://tiny.cc/getredpill

v0.6.14
-Use the Editor tooltip to choose your IFF paint program, then in tiles and spritesheet screen you can quickly edit your images.
-Added action trigger New Question <question id> <text> to start a new question.
-Added action trigger Add Answer <value> <text> to add a new answer to the started question.
-Added action trigger Ask Question <var>, that will set up a variable with the value from answer.
-Now it is easier to set up the text to use in Show Text/Dialog.
-Text and Dialogs now stop the other triggers from being processed.
-In Level Objects screen you can use 1 and 2 to quickly move between levels.
-Added extra check to HUD code.
-Added extra checks to LoadSound.
-On load level added extra frame to avoid corrupted graphics.
-Fixed Color 0 being overwritten with certain settings.
-Disabled Blitz2 bitmap out bounds check.
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Old 17 May 2019, 01:16   #545
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Thanks a lot Zener!
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Old 17 May 2019, 17:57   #546
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Great update. Thanks for your work.
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Old 26 May 2019, 21:11   #547
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Thanks Zener for this great tool, it's improved rapidly in last 6 months since I discovered it.

Anyway I have a question and if possible feature additions.
  • On Render menu what is Turn Back supposed to do?
  • Could you add the function to tell an animation the frame to use based on a variable. Example: a hat sprite style controlled by variable. I can do this with set animation to variable, but if there were 30 hat styles then half my allowed animations are used up.
  • HUD, allow the icon sprite used to be set with either a number or number variable

For anyone that wants a camera that moves between rooms on a big map try this
  • Invisible camera object with camera follow enabled
  • Player variable that tells direction of movement
  • Horizontal and vertical trigger objects
  • When player collides with trigger object, shift player off of it
  • Tell camera to inc position. (Horz(-320 or 320) works well.)

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Old 27 May 2019, 11:16   #548
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Turn back changes the lateral direction of the object, left to right or right to left (live Inv speed X). And also changes the animation, if the animation has a mirrored animation.

I can work on your suggestions, the animation one I think will be easier to do than the HUD one
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Old 27 May 2019, 17:41   #549
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Great

Did more experimenting and figured out how to make solid blocks act like steps(and also not climb solid walls) rather than using ramp tiles.
Click image for larger version

Name:	RP-step.jpg
Views:	200
Size:	43.3 KB
ID:	63274
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Old 09 July 2019, 18:09   #550
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A survey about the most wanted features is going on in Facebook: https://www.facebook.com/groups/redpillgamecreator/
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Old 01 August 2019, 12:03   #551
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Quote:
Originally Posted by Zener View Post
A survey about the most wanted features is going on in Facebook: https://www.facebook.com/groups/redpillgamecreator/
Don't have Facebook.

Best feature to RedPill : RedPill™ COMPILER
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Old 01 August 2019, 16:24   #552
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By compiler, do you mean?

1-Exporting the project in a format where the source (structure&triggers) cannot be seen
2-More speed because of some changes in the "compiling"
3-Have a single executable file with everything
4-Some other



Quote:
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Don't have Facebook.

Best feature to RedPill : RedPill™ COMPILER
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Old 01 August 2019, 16:34   #553
Samurai_Crow
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I think primarily 1.

I can help with it if you don't mind exportation to C.
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Old 02 August 2019, 11:54   #554
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Quote:
Originally Posted by Zener View Post
By compiler, do you mean?

1-Exporting the project in a format where the source (structure&triggers) cannot be seen
2-More speed because of some changes in the "compiling"
3-Have a single executable file with everything
4-Some other
Response : 3 or 1
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Old 02 August 2019, 13:54   #555
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@Samurai_Crow @Yoz Montana noted
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Old 04 August 2019, 11:41   #556
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I hope this feature will be implemented in RedPill

Quote:
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@Samurai_Crow @Yoz Montana noted

Last edited by Yoz Montana; 04 August 2019 at 17:59.
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Old 10 August 2019, 09:26   #557
Yoz Montana
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Quote:
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A survey about the most wanted features is going on in Facebook: https://www.facebook.com/groups/redpillgamecreator/
Great feature to RedPill™ :

For each level :
Tiles sheet for current level
Sprite sheet for players
Sprite sheet for enemy
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Old 24 August 2019, 14:13   #558
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This tutorial shows how to do a basic level and ball objects with physics and map collisions. It could be useful for people starting with Redpill

[ Show youtube player ]
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Old 24 August 2019, 16:26   #559
Yoz Montana
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Quote:
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This tutorial shows how to do a basic level and ball objects with physics and map collisions. It could be useful for people starting with Redpill

[ Show youtube player ]
Amazing feature
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Old 13 September 2019, 16:31   #560
Zener
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In the next release you can prepare your games for distribution easily with the export function

[ Show youtube player ]
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