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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 Yesterday, 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 Yesterday, 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 Yesterday, 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 Yesterday, 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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