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https://youtu.be/NDLgJDg9G3I
I finished my puzzle game. It became really short because I'm out of triggers. There must be a more efficient way of programming but I don't see it yet. :p I've put it in the zone. If it's good enough then please add it to the program. :great |
If it's faster when static than when scrolling, this means that scrolling is done in software and not in hardware if I am not mistaken. Also the fact that is faster when faster CPU is another indication.
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One question, is it not possible to have more than one timer variable?
Because i try to set 2 "timer" variables and the 2nd one is not working when activated? It is set as timer on variables. |
I have two timers in my project (for enemy shots) and they are working fine
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Great surprise to see a puzzle game done with Redpill, same as with the car game Juande did. I am adding it in the next version, this is the beginning of something great :spin |
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Looking forward to the continuation as you explore Redpill. |
I'm very happy viewing how the RedPill fans grow every day.
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Is the source for RedPill available?
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More features on my mind:
When do "something", add trigger "change position x or y "+ 16" for example. This way you can do a game like frogger, move a block each time. Fix bullet position- instatiate at exact height you want. Fix scrolling issues that is very slow. Add trigger when something then "scroll to position x,y". This way you can make a moving pattern. Add animated tiles with 4 frames maximum. Add trigger to compare enemy position x or y with player position x or y. Example trigger "if player pos_x=enemy pos_x".....So e.g. if an enemy is above your head he will Dodge a bullet to you. Add object property "solid" so you can use it as moving platform. Add map autoscroll feature. |
Thanks for the suggestion list, I certainly will add some of these items in version 5.5.
Maybe there are a couple of features that you can use Code:
Add trigger to compare enemy position x or y with player position x or y. Code:
Add map autoscroll feature |
Hi guys. Regestrated especially for redpill. Also joined the fb Group. Realy like what ive seen so far. I LOVE my Amiga <3 Childhood Amiga A500 and now my A1200 (030/128 MB) Keep up that great work Zener!! :bowdown
So over all these years i wanted to make an Amiga game. When Amos came out i was to young. Later i wanted to start with Backbone. But i realy dont like all that games/perfomance! Now with redpill i feel this could be the right time... It should be a "simple" platform game with NO scrolling. Each Screen ist one stage/level. Inspired by the game Henry´s House from C64 and Henry´s House from Amiga (PD/freeware) http://www.gb64.com/Screenshots/H/Henry%27s_House.png https://www.emuparadise.me/GameBase%...;s_House_1.png Is there an manual existing for redpill? Or only later from from Version 1.x? Ive seen that few yt-videos from this thread of course. Any tips/advices for me to start? Of course except try, try, try.... I will do that :) Best regards Stallone |
Thank you Stallone!
Currently there is no manual for RedPill, just the readme, the game examples and the videos people are making. It is something that will come in the future when most of the features are implemented and we move to the Beta stage. The types of games you want to do are certainly possible with RedPill, my suggestion is to start with this video https://www.youtube.com/watch?v=ImgW3FP6Q3M |
https://i.gyazo.com/cdef1c002491a4c5...a5c8c0c166.gif
RedPill v0.5.5 is out! Several improvements, grab it here: v0.5.5 -Input menu has been implemented, now you can change game keys or use mouse input. -Mouse input implemented, for now it is limited to games without scrolling. -Joy button implementation is now completed. -Number of Globals that can be used has been increased from 14 to 32. -Added condition trigger Anim is not [animation]. -Action trigger Time to live [time] to destroy an object after a certain time is now implemented. -Added action trigger to screenshake[force][time] screen. -Added action trigger to flash[color] screen. -Added action trigger to set a Global value with the value of another one. -Added action trigger to add the value of a Global to another one. -Added action trigger Set Global RND [number] to set up a Global with a random number from 0 to [number]. -Added action trigger Inc Pos[x][y] to move manually the position of an object. -Added Instantiate X[x], Instantiate Y[y] and Instantiate XY[x][y] to instantiate objects at the desired position have been added. -Autoflip routine is now more robust to avoid crashes. -Routine to check collisions has more checks to avoid crashes. -Solved bug in Collides With Object trigger. -Scroll routine has been optimized, still not super fast. -Gameobject trigger execution time has been optimized. -OK button has been moved for some screens to avoid button overlapping. -Redpill puzzle game by Lemming880 has been added. -Basic platformer example project has been added. -Basic shooter example project has been added. -Pang and pacman projects have been removed. |
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Thanks for the Video. I try to start with that. Friday night i take the first few Looks. Getting a Feeling for redpill. Where an how to start of course is the hardest part for me... Now i deleted 0.5.4 and dropped 0.5.5 on my cf hard disk. How to go on when new Releases are coming? Is there always one game Folder to copy in the new Version? One Point in Feature list is: -Redpill puzzle game by Lemming880 has been added. Where can i find it? Friday i downloaded the game from the Zone manualy an try to start it with the redpill Player. But it didnt worked out? After few seconds of loading the Screen was black |
When there is a new release you can make a new folder or just overwrite your old RedPill, as you wish.
Games are in the projects folder, to run a game simply click the RedpillPlayer and then select the game (.pill file) you want to run |
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Mouse Support! Thank you!
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I have a problem with using my background picture in the level editor.
I'm using latest RedPill v0.5.5. I have a background picture from my game that I converted to 320x200 and 320x256 32 colors. I'm using A1200 030 50Mhz with 64MB RAM. The problem, after setting up Screen Setup to ECS 32 Colors, removing Rainbow stuff, enabling mouse control. I added my background picture in the level editor/edit map. Loading the picture is successful when starting new project. When I press play, the background picture is split in half and garbled, sometimes causing crash and yellow screen. I also tried to load another game and replacing their existing background with mine, that caused my screen to freeze and no mouse movement. I used PPaint to convert the graphics from PNG to IFF. Any ideas? Thanks Edit: After changing to 16 colors, the picture was stable, but looking bad, so it looks like 32 color mode is not working well...? |
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