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Old 03 March 2020, 20:38   #661
Zener
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The new version is available here: http://tiny.cc/getredpill

List of changes:
-Noah game from Sensei-Sama included in the projects.
-Now you can use multiple spritesheets, still when slicing them some frames can move or be overlapped. To be improved in future versions.
-REDPILL player now supports Version from AmigaOS and -version parameter
-Executable files now use Shrinkler 4.6.
-Now when using RPPlayer from cli if no parameter is given can get it from the icon.
-Audio is restored (faulty in 7.8)
-Optimization: now non visible objects have animation logic deactivated.
-Optimization: less memory used when enemies collide option is not activated.
-Last opened projects logic improved.
-Adding support for number formatting in HUD, use 0s to specify the number of digits to use.

As with Shrinkler the executable files are smaller but take longer to decrunch, I kept also the executables crunched with the old packer.
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Old 11 March 2020, 13:31   #662
Lemming880
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Thanks for yet another update. And for helping out with my Puzzle game. I finally released it: http://eab.abime.net/showthread.php?t=101239
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Old 22 March 2020, 13:55   #663
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New version available in the usual place: http://tiny.cc/getredpill

Small video to show some of the new features, like Tile on screen/map and Follow Obj
[ Show youtube player ]

List of changes
-When exporting games, the level files will be smaller if not all the map used, or if the map is not used at all.
-In Game Setup, the text edit now supports an external project, configure it using icon Tooltyper.
-New action trigger Follow Obj <target obj> <speed> that sets up the speeds of the object to match the targetted object.
-New action trigger Go to <Var> Level to load the level specified in the valiables <Var>
-New action triggers Input Active to enable and disable player input.
-New condition triggers Input Active to check if player input is enabled or disabled.
-Improved checks on boolean values for trigger paramenters.
-Side check code back to older and slower but more robust implementation.
-In Objects screen now it is possible to go directly to one object.
-In Levels screen now it is possible to go directly to one level.
-When exiting the Editor and the Player the REDPILL fonts assignment is now removed.
-Now it is possible to edit the background image of the level with the external painting program.
-Tile on screen <i> condition trigger added to perform actions for each tile <i> present on screen.
-Tile on map <i> condition trigger added to perform actions for each tile <i> present on the level map.
-Move to Level trigger has been renamed to Go to Level.
-Fix for possible memory corruption problems when objects had negative coordinates.
-Fixed issue with HUD bars and negative values.
-ex_mapenemies project has been added to teach the new triggers.
-Fixed issue when using Enemies collide with enemies option, cells not being freed after enemy was destroyed.
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Old 22 March 2020, 21:45   #664
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I have a Z from Y problem again, and it's happening on v 0.7.3 to 0.7.10. I have created simple enemies bouncing up and down with "Sort Z from Y".
Somehow it's not working.

Can someone check this test "game" for me please, and tell me what Am I doing wrong?
Create folder in the Projects folder called test_game



I also noticed that if I save a game from 0.7.10 and try to load it on a lower version then it will freeze the program.


Thanks
Attached Files
File Type: lha testgame.lha (3.1 KB, 25 views)
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Old 22 March 2020, 23:58   #665
Zener
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Thanks for the example,you are not doing anything wrong, the code for Sort by Z is wrong.

To optimize it Sort by Z can be called only in one object, but first the code needs to be right, it will be fixed in the next release.

Quote:
Originally Posted by amiman99 View Post
I have a Z from Y problem again, and it's happening on v 0.7.3 to 0.7.10. I have created simple enemies bouncing up and down with "Sort Z from Y".
Somehow it's not working.

Can someone check this test "game" for me please, and tell me what Am I doing wrong?
Create folder in the Projects folder called test_game



I also noticed that if I save a game from 0.7.10 and try to load it on a lower version then it will freeze the program.


Thanks
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Old 22 March 2020, 23:59   #666
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Thanks
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Old 28 March 2020, 15:42   #667
Zener
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New version has been released, get it here: http://tiny.cc/getredpill

Changes:
-RedPill Puzzle by Lemming880 updated with the final release.
-Lumberjack Platform game by Lemming880 updated to the last version.
-Sort by Z trigger has been fixed, thanks to amiman99.
-Exporting had some issues after the map optimization, this has been fixed.
-External text editor has been fixed too.
-Small optimization for games that use 16x16 tiles.
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Old 31 March 2020, 04:39   #668
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Yep, looks like Z sort works now. Thanks.


To speed up my game I had to reduce # of enemies from 4 to 3. It seems to speed up the game, but there are some instances that the game slows down from time to time. It's possible that when enemies overlap each other, then the game slows down.
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Old 08 April 2020, 17:01   #669
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New version has been released, get it here: http://tiny.cc/getredpill

v0.7.12
-New Triggers Show Scores and Enter Hiscore add Hi-Score functionality to Redpill.
-In case of CD32, Enter Hiscore tries to save the scores in the local drive, if not uses CD32 non-volatile memory. I hope someone can test it
-New project ex_hiscores shows how to use these new triggers.
-Fixed issue when exporting games that use image background and sprite background at the same time.
-Updated Lha compression and now time is right for unpacked files (Until 2038).
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Old 13 April 2020, 18:15   #670
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I have a question about coordinates, which point on the object is used for coordinates?
Top-left, top-right, bottom-left, bottom right, or center?
Thanks
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Old 13 April 2020, 20:12   #671
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Top left is the position of the object, specifically the box of the object. With offsetX and offsetY you can change the sprite/graphic position relative to this box
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Old 13 April 2020, 21:36   #672
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Old 25 April 2020, 18:04   #673
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How do you use multiple spritesheets and different animation with the multiple spritesheets ?
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Old 06 May 2020, 21:05   #674
Zener
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All spritesheets are converted to frames when you Slice them. The ones from the last spritesheet should be the frames at the end.

Quote:
Originally Posted by Yoz Montana View Post
How do you use multiple spritesheets and different animation with the multiple spritesheets ?
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Old 06 May 2020, 21:06   #675
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New build has been released: http://tiny.cc/getredpill

Changes:
-Input buffering for Input Up and Input Fire: Save input for some frames.
Configure it in input screen.
-New condition Grounded that allows Coyote time or edge tolerance.
-Old Grounded and Not Grounded triggers are not invalid but deprecated.
-New action trigger Enable SFX that allows to turn on/off the sound effects in
the game.
-New action trigger Set NTSC to change display to PAL or NTSC.
-In RP Editor the gap between the game display and the editor display has been reduced.
-FIX: When changing the level the tab displayed could be wrong.
-FIX: Sprite background was not cleaned properly when loadgin a new project.
-FIX: For games without tiles, the palette was wrong.
-FIX: HUD elements could have some flickering when values changed too fast.

Video showing a couple of new features: [ Show youtube player ]
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