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Old 23 April 2018, 10:47   #281
Zener
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Finally, [ Show youtube player ]!

Get it now and start making games: http://tiny.cc/getredpill

Make a backup of your old project before moving to the new version.

Notes:
-First alpha release.
-Debug files RedPillPlayerDebug and RedPillEditorDebug have been removed.
-File format has changed, and old projects need to be updated. Backup your project, load it and save it again to upgrade it.
-Instead of a single file, levels of the project are save in individual files. Each level now has its own file, maximum number of levels has been increased from 10 to 100.
-In Level Editor, now you have a reload level option in case you want to discard your changes.
-Each project now contains a text file too. Game texts for now are only used in Show Text and Show Dialog triggers.
-Number of animations increased from 32 to 64.
-Scroll routine has been optimized, now it uses much less cpu.
-Triggers have cathegories to find them easier: General, Input, Vars, Objects, Cinematic, Map, Render, and Audio.
-Objects can have a parent object, in that case their position will be dependant on the parent object.
-For an object with Parent you can specify the offset in X and Y, also if is if affected by parent direction (lateral or 360).
-Triggers to manipulate parent properties: Set parent, Unset Parent and Parent Offset.
-Added trigger to Blink a game object for a number of frames.
-Added trigger to Flash a game object for a number of frames.
-REDPILL exe files are now packed with Shrinkler to reduce its filesize.
-When no trigger is selected, now it goes back to trigger screen instead of going back to object screen.
-REDPILL player logo is now animated.
-Action Trigger Mutate to <gameobject> allows a gameobject to transform to another type, use with caution.
-Action Trigger Keep On Screen to avoid objects get out of the screen.
-Hud on top has been implemented.
-Added triggers to turn Hud On and Hud off.
-HUD now supports a background image, you can add it in the HUD screen.
-HUD Labels and HUD values can be set to a color.
-HUD Labels now can be a text or an icon.
-HUD Values now can be a text, an icon or a bar.
-Game Object icons now support values up to 254.
-Text display triggers with/out title and with support for multiple pages, show Text for only text and Show Dialog for title + text.
-This versions contains an Amigaguide file that in the future will contain REDPILL documentation.
-Fixed a bug when using Once condition trigger.
-Allowing negative render coordinates.
-Action trigger Keep On Screen added to keep a game object inside the screen.
-When an object collides with a ramp now it is considered a bottom collision and will trigger collision triggers.
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Old 23 April 2018, 12:34   #282
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Thanks for this big update.
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Old 26 April 2018, 11:59   #283
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Thanks to you!

As always any feedback will be very useful and will help to improve the program
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Old 28 April 2018, 00:32   #284
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The Super Mario demo is available in The Zone

[ Show youtube player ]
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Old 10 May 2018, 17:25   #285
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Amazing Update !

New video : Alpha v0.3 | Guardian - The legend of flaming sword

[ Show youtube player ]
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Old 10 May 2018, 20:55   #286
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Quote:
Originally Posted by Yoz Montana View Post
Amazing Update !

New video : Alpha v0.3 | Guardian - The legend of flaming sword

[ Show youtube player ]
It's looking awesome, I love how you make use of the new features
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Old 10 May 2018, 22:27   #287
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Is there a manual? The one in the download seems to be a placeholder.
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Old 10 May 2018, 23:04   #288
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Sorry, the manual is still in progress. Currently. the best way to learn is taking a look at the examples and some videos

[ Show youtube player ]
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Old 11 May 2018, 09:14   #289
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Super nice work, Zener!
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Old 15 May 2018, 11:03   #290
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Hi Zener,

Information :
Panel : Add action --> Cinematic : [ Set Pos to Obj ] is repeat twice.
[ Inc Pos ] has disappeared ???
Conflict for the player 2 in keyboard mode switches automatically to mouse mode in wiuae !

Request :
Edit trigger panel : it is not possible to delete a trigger if it is not last.
would it be possible to put a delete trigger button for each triggers ?

Last edited by Yoz Montana; 15 May 2018 at 11:41.
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Old 16 May 2018, 11:44   #291
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Thanks for the feedback Yoz, I will check the issues you mention.

It should be possible to delete any trigger with a bit more work, I will try to add it soon.
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Old 16 May 2018, 14:33   #292
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Awesome !

It's possible to save one trigger and import one trigger into the triggers panel.
Like a gestion of trigger library
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Old 16 May 2018, 15:56   #293
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You can use copy paste to copy triggers from one trigger to another, it even works if you paste the trigger into another object.

You can also save to disk the triggers of an object, and load them, but all triggers are saved and loaded, there is no option to save a single trigger for the time being.
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Old 16 May 2018, 19:49   #294
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Exactly !

I wanted to say if it was possible to save one trigger and import one trigger into the triggers panel
In a future update

So, we can manage one or more backups of triggers as a library !

It's just a suggestion
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Old 17 May 2018, 13:54   #295
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Wink

Quote:
Originally Posted by Yoz Montana View Post
Exactly !

I wanted to say if it was possible to save one trigger and import one trigger into the triggers panel
In a future update

So, we can manage one or more backups of triggers as a library !

It's just a suggestion
Consider it done
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Old 18 May 2018, 13:40   #296
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Start the weekend with the new REDPILL version!

v0.6.1 is now available: http://tiny.cc/getredpill



List of changes:
-Added a sound volume setting for each sfx in the audio screen.
-Added flags to gameobjects to allow them to be awaken or processed only when they are on the screen.
-For awaken objects there is a flag to put them to sleep when they are out of the screen.
-Render processing now should be faster for objects not inside the screen.
-Now it is possible to delete any trigger, not just the last one.
-Added Save and Load options for a single trigger.
-Fixed dialogs not properly aligned when HUD was not enabled.
-Fixed a missing pixel line when the sprite was in certain positions in big levels.
-SetPos to Obj trigger was repeteated twice, duplicity has been removed.
-IncPos trigger was missing, it has been added back.
-Load and save triggers filename extension were inconsistent, it has been fixed.
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Old 19 May 2018, 17:33   #297
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I tried the Demo in the Zone and liked it, but was quite slow on 68020 do you use the same method of scrolling as Backbone?
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Old 20 May 2018, 12:04   #298
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Quote:
Originally Posted by Retro1234 View Post
I tried the Demo in the Zone and liked it, but was quite slow on 68020 do you use the same method of scrolling as Backbone?
I think you are talking about the Mario demo...at some point I plan to optimize some routines, move some code to assembler, but I would prefer to do it at a later stage where it is less likely to make big changes.

I don't know the method of scrolling in Backbone, but I am curious about it, if you know how it was done please share the info.
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Old 20 May 2018, 12:29   #299
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Backbone = Hardware scroll 16 pixels then Screen copy the whole screen back to 0,0
If you use a method like this I don't think it will make much difference if you convert it to assembly
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Old 21 May 2018, 10:49   #300
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Backbone really was doing it the rude way

Redpill uses the corkscrew scroller technique, the bottleneck for speed is in the cpu in this case
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