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Old 21 May 2018, 11:21   #301
Retro1234
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I can't understand why it's as slow as Backbone?
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Old 21 May 2018, 11:46   #302
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They are different implementations, should not be equally slow (I don't know which one wins in the comparison). Anyway any maker is going to be slower than a game done in assembler, c or blitz because it needs to take into account all possibilities to not limit the user, but non programmers can make games with them and that is always nice.

About Redpill, it is still in alpha, that means it is in development and not finished, not optimized.
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Old 22 May 2018, 11:33   #303
Yoz Montana
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is it possible to achieve mirror amination management for each animation?
Because when we add a sprite in spritesheet, all animations are shifted.

Are you going to implant a dual-playfield in next update ?

Info :
There are a bug screen when the object go back in the begening level.
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Old 22 May 2018, 12:03   #304
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When you import the spritesheet you can activate a flag that will add a mirrored version all the sprites. Dual playfield is not coming in the next update, maybe on a later one.

Could you give me more information about the bug? I would like to fix it for next update
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Old 22 May 2018, 13:03   #305
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Exactly !
Just a mirroring by one animation and not to all.
If add more sprites in spritesheet (update gfx), all animations previously defined are shifted.
Exampe :
spritesheet_1 = 10 objects, animation create (mirrored)
update spritesheet_1.1 = 12 objects (add 2 new sprites in a same spritesheet), animation are shifted 2 sprites.

Info Bug :
Tiles not refresh when respawn object go back in the begening level.
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Old 22 May 2018, 14:49   #306
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I will investigate about the bug you mention soon.

About the spritesheet, try to add the new animations at the bottom of the image, previous frames will keep the same order if you do it that way.
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Old 23 May 2018, 08:54   #307
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I agree with you !
My question is on function Autoflip [ Left sprite on sprite Right ]
If add more sprites in spritesheet, the sprites autoflip are shifted.
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Old 23 May 2018, 10:14   #308
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Ok, now I get it.
Let me think about solutions to avoid this

When do you say that tiles don't refresh do you mean it is a graphical error or something else?
"Restart level" will not reset the tiles to the original state, but "Reload level" will do it.
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Old 23 May 2018, 12:04   #309
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1 minute in this video , the person loses and starts again at the beginning

[ Show youtube player ]

since the update, the tiles of the beginning do not display correctly.


Expectations:
New update of dual-playfield
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Old 23 May 2018, 12:12   #310
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Hi,

I need some clarifications:
-Do you mean that the fruits are not back?
-Or that it takes one second until the map refreshes?

Thanks
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Old 23 May 2018, 12:54   #311
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Objects : watermelon, lemon, wooden box, cat and person

Start :


Respawn :


Just wooden box, cat and person are correct !
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Old 23 May 2018, 14:25   #312
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It may be a bug, next version is coming soon
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Old 26 May 2018, 10:39   #313
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Feedback Redpill 0.6.1

Objects :
zoom on sprites could be interesting on action with objects
Plateform properties on moving objet

Panel Objects :
Add Icon : [DEL] for each objects


Add textfield : Visible:[v] Icon : [textfield number] to improve the workflow


Panel Animations :
Add Icon : [DEL] for each animations to delete animation


Panel Edit Map:
Add Icon : [Erase] to erase map as well as all unnecessary tiles
Add Icon : [Navigate] to show all map and navigate inside all tiles


Bugs :
Panel Levels --> Edit Map : Camera Limit don't change when i load another project that not a same numeric properties of camera Limit. The level is disordered.
Panel Game Setup : Crash Guru when i change Game Font and i play the level.

Icing on the cake
Dual-playfield

Last edited by Yoz Montana; 28 May 2018 at 12:35. Reason: Update | Pictures
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Old 28 May 2018, 20:41   #314
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New video : Alpha v0.4 | Guardian - The legend of flaming sword

[ Show youtube player ]
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Old 29 May 2018, 16:40   #315
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Thanks a lot for all the feedback, I will add your requests to the backlog

Your game is looking very impressive! Certainly the type of game I would like to play, keep up the good work
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Old 01 June 2018, 20:33   #316
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Thanks Zener !

New video : Alpha v0.4 | Guardian - The legend of flaming sword

[ Show youtube player ]
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Old 03 June 2018, 19:45   #317
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Cutest badass army
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Old 06 June 2018, 23:06   #318
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New version released!

http://tiny.cc/getredpill

Version 0.6.2 comes with some news and a new game tutorial demo:
-If camera target changes more than one screen of distance instead of a travelling the camera moves immediatly to the target.
-Between two frames the scroll is going to move half of a tile at most.
-Scroll speed has been optimized.
-Bug on the top tile row when scrolling up has been fixed.
-Action Set var trigger when used in booleans will change UI of the parameter to suit boolean values
-Condition trigger Var True fixed because curiosly it was failing with booleans.
-Added action triggers Load/Save/Reset checkpoint that will load/save the object position.
-New action trigger Change Tiles will change every the tiles in the area of the game object.
-Fixed a bug in the Level Object screen where some collision boxes where displayed in incorrect locations.
-A new trigger WallJump has been added to the triggers library.
-Changes and fixed in the show text/dialog engine.
-Basic_platformer game example has been updated.

[ Show youtube player ]
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Old 08 June 2018, 20:59   #319
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Great, amazing Update !

Snaky : The mysterious world
The forest temple

[ Show youtube player ]
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Old 23 June 2018, 18:16   #320
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Quote:
Originally Posted by Yoz Montana View Post
Great, amazing Update !

Snaky : The mysterious world
The forest temple

[ Show youtube player ]
Another one! It looks fun to play
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