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Old 05 May 2017, 15:11   #141
Zener
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Thanks for this testing pass, it really helps me!

To have better information, do these objects had collision or physics checks activated?
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Old 05 May 2017, 15:23   #142
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Yes both activated. Some objects, running around, falling and when hit wall change direction
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Old 27 May 2017, 20:18   #143
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Big maps incomings [ Show youtube player ]
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Old 27 May 2017, 20:35   #144
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Looks like a very responsive game creator. Great work
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Old 29 May 2017, 16:35   #145
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Looks like a very responsive game creator. Great work
Thank you Mr Overflow
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Old 05 June 2017, 16:55   #146
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Happy

I'm very happy to show you the entries presented in the RedPill game contest organized by Amiga Wave.

Two games of great quality taking into account they have been done in a few weeks and using a game creator in development state.

Amiga Racing by Juande3050!
[ Show youtube player ]
Download it from The Zone


MomoSpace by Tecniman!
[ Show youtube player ]
Download it from The Zone

Amiga Wave Facebook page: https://www.facebook.com/amigawave/
RedPill Facebook group: https://www.facebook.com/groups/redpillgamecreator/

Enjoy the new Amiga games!

Last edited by Zener; 05 June 2017 at 17:09. Reason: more info
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Old 05 June 2017, 18:26   #147
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The Redpill Racing looks pretty good!
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Old 06 June 2017, 01:59   #148
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The Redpill Racing looks pretty good!
What do you say ? It's amazing

Only a question about this game: Will Fernando Alonso participate?

Last edited by Retrofan; 06 June 2017 at 02:18.
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Old 06 June 2017, 02:13   #149
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Amiga Redpill racing ... Nice


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Old 06 June 2017, 04:58   #150
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Thumbs up

@ Zener

OMG that Amiga RedPill Racing looks fantastic! car movement is awesome and wow a quality top down racing game can be made with RedPill on Amiga
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Old 06 June 2017, 06:54   #151
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@ Zener

OMG that Amiga RedPill Racing looks fantastic! car movement is awesome and wow a quality top down racing game can be made with RedPill on Amiga

Looks great!

Anyone know the system requirements ?
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Old 06 June 2017, 09:45   #152
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Can this create standalone games?
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Old 06 June 2017, 11:02   #153
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Amiga RedPill Racing is standalone.. you don't need Redpill to play with
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Old 06 June 2017, 11:20   #154
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Great, will have to take a look at it further
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Old 06 June 2017, 13:02   #155
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It is really a great tool.
I played around with it on my A4k yesterday.
Tried to create "my own" space shooter (based on the Galaga example).
It is very buggy. My (usually rockstable) Amiga crashed several times.
But i won´t give up ;-)
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Old 07 June 2017, 23:58   #156
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RedPill 0.5.3 has been released!

Thanks to Tecniman and Juande3050 for allowing me to include their games in the package. Thanks to Amiga Wave too for organizing the first RedPill game contest. This version adds support for big maps, fixes a crash on ECS machines and has performance optimizations.

Download link

Full release notes:
-Games from the RedPill game competition by Amiga Wave have been included: MomoSpace by Tecniman and Amiga Racing by Juande3050.
-Support for big maps, now map are 84x84 tiles by default. You can modify maximum width and height in the Edit Map screen.
-You can use shift key to speed up movement when moving around the level for editing.
-Ramps are back! Ramp up and down at 45 degrees.
-Platform code was not working as intended, object was colliding as if it was solid. It is now fixed.
-Tiled binary imported allows to read tilemaps made with Tiled. You must convert them to binary first.
-Added condition triggers Is on Screen and Is off screen to check if the GameObject is inside the game screen.
-Added contition trigger to check the current level.
-Added action triggers to set the Camera position and to increment the Camera position.
-Frame displayed now changes immediatly when changing frame in animation screen.
-Offset line helpers in Animation Screen now go to the end of the screen.
-Added clear option in HUD screen to clear variables used by labels.
-Camera is now reseted when starting the game or when changing a level.
-When a GameObject is not enabled in the current level it is showed in black in the Level Edit screen.
-Angular code is not recalculated every frame, this should help to increase performance.
-Fixed a bug with tiles bigger than index 127.
-Set of different fixes for the HUD.
-Fixed a bug causing a crash in ECS machines with projects being created in AGA machines.

Last edited by Zener; 08 June 2017 at 15:51.
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Old 08 June 2017, 00:16   #157
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Thanks a lot for your work Zener.

I wonder if someone could make a "F1 Spirit" version with it.
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Old 08 June 2017, 14:26   #158
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Looks great!

Anyone know the system requirements ?
Usually 030.
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Old 08 June 2017, 14:33   #159
kikems
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Originally Posted by TheoTheoderich View Post
It is really a great tool.
I played around with it on my A4k yesterday.
Tried to create "my own" space shooter (based on the Galaga example).
It is very buggy. My (usually rockstable) Amiga crashed several times.
But i won´t give up ;-)
Check your Workbench setup. Some workbench with lot of fixes usually hang RedPill because overflow chip ram easy. I'm recommend try with clean workbench installation.
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Old 09 June 2017, 11:39   #160
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Is there some documentation how to import tiled maps?
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