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Old 08 December 2021, 09:33   #21
Zener
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New version just released http://aminet.net/package/dev/misc/REDPILLGameCreator

This one contains performance optimizations, improved audio and some extra actions.

v0.9.4
-General optimizations that should make the games around 10% faster compared
to previous version.
-Set Anim Time action trigger allows to change the playback speed of an
Animation.
-Mul Var action triggers lets you multiplicate a Variable by a number.
-Changes in the Tileset sizes and loading, now it should use less space in
disk and in memory.
-Trigger screen code has been refactored, also making RP Editor file a bit
smaller.
-Scroll update routines are move pipelined, meaning processing is more
distributed in different frames.
-Some more scroll optimization going on, starting with the the scrolling to
the right.
-Changes to Audio handling.
-Samples with loop should work again, they have been failing since the switch
to PHX audio.
-Added Stop LoopSFX action trigger to stop a looping sample.
-Fix in HUD background color displayed in the editor not being the correct
one.

You can check the new trigger that allows to change animation speed in this video (all gfx assets are done by Yoz Montana)

[ Show youtube player ]
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Old 16 December 2021, 18:38   #22
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I am working on this at the moment
[ Show youtube player ]
It will be ready for the next release

Last edited by Zener; 16 December 2021 at 18:49.
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Old 23 December 2021, 09:25   #23
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New version released with quite a lot of changes:

Optimizations continue, both in terms of memory and in performance. This version could be up to 10% faster than the previous one, depending on the game.

Even more flexibility has been added to the sprite layer, now the position can be set without using a game object for that.

The audio player routine has been changed again, now it's using the PHX implementation by E-Penguin that works on Amigas with the VBR relocated.

The level editor now has an option to reposition all the tiles in the map, before you needed to redo the whole map.

[ Show youtube player ]

Downloat it here: http://aminet.net/package/dev/misc/REDPILLGameCreator

v0.9.5
-Dialog engine has been reimplemented and now it does not need extra Chip
memory.
-Chip memory used by the HUD has been optimized.
-When Building the project, it now tries to optimize some parameters. Single
player games will be faster.
-In Game Setup screen, now you can edit a multiplier for the score in the
score table.
-In Level editor, now you can press C to clear tiles with a flood fill. (F
will do a flood fill with the selected tile)
-The Tiles palette is now stored in the low colors of the global palette.
-The RP player only will reserve memory for the used objects saving some
memory.
-Scroll system uses less bitplanes when tileset uses less colors than the game
making it faster.
-Tileset Chip memory usage has been optimized.
-When there is not enough chip memory to load music, the game can continue
without music.
-Removed some unused functions in the player.
-Level editor now has an option to reposition all the tiles in the map.
-Added action trigger Set Sprite Pos to change the position of the Sprite
Layer.
-Added action trigger Set Sprite Y to change the vertical speed of the Sprite
layer.
-In Screens shorter than 320 width, Sprite layer now begins at coordinate 0 of
the visible screen.
-When slicing sprites using the Auto mode, the editor will ask if frame
offsets need to be recalculated.
-PHX audio routine now uses the one by Iggy Drougge, which means it supports
VBR relocation.
-Small code optizations.
-Fix that removes some ghost objects appearing in the Level Editor.
-Fix for action trigger HUD On/Off.
-Fix for HUD background not being loaded under some circumstances.
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Old 23 December 2021, 23:37   #24
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Does RedPill have an optimized version for Vampire V4 that supports the enhanced graphics and sound?
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Old 24 December 2021, 00:10   #25
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Quote:
Originally Posted by Pyromania View Post
Does RedPill have an optimized version for Vampire V4 that supports the enhanced graphics and sound?
Not really, it had some specific code to avoid some V4/AROS incompatibilities but I would say these have been fixed by the Apollo Team and are not needed anymore.
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Old 24 December 2021, 01:05   #26
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So no support for better graphics and sound then? That's a bummer, is it planned for a future release of the program? After all millions of Vampire V4's have been sold and are already in the wild.
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Old 24 December 2021, 20:30   #27
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So no support for better graphics and sound then? That's a bummer, is it planned for a future release of the program? After all millions of Vampire V4's have been sold and are already in the wild.
More than V4, RTG support could be the way to go in the future. You are the first one that asked for V4 specific support.
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Old 06 February 2022, 10:51   #28
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I released a new version with lots of optimizations, performance has been increased 5-10% again, and the memory requirements for the games are much lower now. A 1MB RAM game is now possible, of course bigger games will require more memory.

Grab it here: http://aminet.net/package/dev/misc/REDPILLGameCreator
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Old 06 February 2022, 18:51   #29
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This nice little editor is getting seriously cool!
Why it doesn't get more recognition is beyond me... But I see Scorpion has a much more "modern" approach and stuff.

I would have killed for something like this around 1999 or so honestly... Developing Amiga games on Amiga with a visual editor? A dream come true indeed!

Last edited by skan; 09 February 2022 at 08:48.
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Old 02 March 2022, 08:38   #30
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Right, this tool is aimed to people with no programming knowledge or that know programming but have little time free to make games.

I am super happy that some people that doesn't know to program have managed to make a game for they beloved Amiga, it has been already worth it.

Quote:
Originally Posted by skan View Post
This nice little editor is getting seriously cool!
Why it doesn't get more recognition is beyond me... But I see Scorpion has a much more "modern" approach and stuff.

I would have killed for something like this around 1999 or so honestly... Developing Amiga games on Amiga with a visual editor? A dream come true indeed!
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Old 02 March 2022, 18:39   #31
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And that's exactly why I'm seriously considering using RP for some prototypes I have in mind!

Quote:
Originally Posted by Zener View Post
Right, this tool is aimed to people with no programming knowledge or that know programming but have little time free to make games.

I am super happy that some people that doesn't know to program have managed to make a game for they beloved Amiga, it has been already worth it.
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Old 10 March 2022, 10:31   #32
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New version released, now when building your game your assets can be compressed, this is useful when you want your game to fit in a floppy.

It is now also possible to load and convert PNG images to make it easier to import assets.

v0.9.7
-Load tileset, HUD, level background and load spritesheet accepts PNG files as
input, they will be converted to IFF.
-Thanks to TCH for giving me permission to include his PNG2ILBM tool.
-When building the project, the assets can now be compressed automatically
using Imploder.
-Added Trigger Is NTSC to detect if the display is PAL or NTSC.
-HUD is not being updated every frame anymore but every 16 frames.
-Object rendering processing has been modified.
-Fix for non looped Sprites being displayed at incorrect position.
-Fixes in level editor tabs.
-Fixes in render timers.
-Fixes in trigger system.
-Fixes in Overwrite color/gradient triggers.
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Old 11 March 2022, 08:12   #33
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Keeps getting better and better, kudos!
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Old 10 April 2022, 19:50   #34
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Testing in the A500 Mini

[ Show youtube player ]
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Old 12 April 2022, 13:59   #35
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Quote:
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Testing in the A500 Mini
Runs at the right speed.
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Old 13 April 2022, 11:06   #36
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Runs at the right speed.
Good to know! I will try some more RP games on the Mini soon.
Latest version can generate the whdload file from the editor, it should be easier now
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Old 16 April 2022, 20:15   #37
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Quote:
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Good to know! I will try some more RP games on the Mini soon.
Latest version can generate the whdload file from the editor, it should be easier now
Another test in the A500 Mini with an enhanced version of the Astro Demo

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