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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
Zener
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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
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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 Yesterday, 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 Yesterday, 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 Yesterday, 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 Yesterday, 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 Yesterday, 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 Yesterday, 14:25   #312
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It may be a bug, next version is coming soon
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