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Old 29 September 2020, 18:15   #701
Yoz Montana
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Project import

Hi Zener,

For convenience, I made different projects to see their feasibility in RedPill.
Now I would like to integrate them into one and the same project.

Is it possible to integrate the project import into another ?

Do memory sprites take up ram space?

What are the advantages of having the mirrors sprites apart from saving space on the sprite sheet?

Since I have a lot of spritesheets and animations, the offset of mirror sprite numbers causes a lot of problems in the animations and the code hence my questions above.
Given all of these issues, I think it's best that I embed the positions of the mirror sprites directly into the sprite sheet.
On the other hand, the weight of the sprites-sheets will take longer to load.

If you have another solution, let me know.

Last edited by Yoz Montana; 30 September 2020 at 20:42. Reason: More questions
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Old 04 October 2020, 08:56   #702
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Guys...I want to make my first game on redpill. Is there a tutorial video, resources, or even chat serve where I can go to ask questions to learn how to use this great powerful tool? I want to make my first online game....backgammon online for the Amiga (with chat support).
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Old 04 October 2020, 12:53   #703
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Quote:
Originally Posted by xboxown View Post
Guys...I want to make my first game on redpill. Is there a tutorial video, resources, or even chat serve where I can go to ask questions to learn how to use this great powerful tool? I want to make my first online game....backgammon online for the Amiga (with chat support).
You have at your disposal several demos with RedPill
The documentation : TRIGGERS
Last version : REDPILL_0_8_1
Examples and demo tutorials video : YouTube
Social network : Discords / facebook

This thread for your questions.
The best way to use RedPill is to test the features to see the possibilities.
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Old 08 October 2020, 11:29   #704
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Hi Yoz,

it is not possible to integrate different projects into one, what is supported now is to import/export triggers and levels. What kind of join would you need?

Sprites take up chip memory, it doesn't matter if the flip is done by RP or by you. Amiga doesn't have hardware flip, the flip is preprocessed and uses memory. As you say many times it is better you do it in the paint program to be sure of what is happening.

The sprites are processed and cut, the time it takes to load should be the same, go for sheets with the flipped sprites. Now you have more than one spritesheet, maybe this helps you to sort out some issues.


Quote:
Originally Posted by Yoz Montana View Post
Hi Zener,

For convenience, I made different projects to see their feasibility in RedPill.
Now I would like to integrate them into one and the same project.

Is it possible to integrate the project import into another ?

Do memory sprites take up ram space?

What are the advantages of having the mirrors sprites apart from saving space on the sprite sheet?

Since I have a lot of spritesheets and animations, the offset of mirror sprite numbers causes a lot of problems in the animations and the code hence my questions above.
Given all of these issues, I think it's best that I embed the positions of the mirror sprites directly into the sprite sheet.
On the other hand, the weight of the sprites-sheets will take longer to load.

If you have another solution, let me know.
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Old 08 October 2020, 13:22   #705
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Hi Zener,

Thanks for your answers.

Following the problems encountered previously, i integrated the flipped sprites in the spritesheet.
And I could see that the flipped sprites are interesting for small projects with 2 or 3 sprite sheets maximum.

In each project, the objects are linked to triggers and animations.
Considering that we cannot save the animations in an external file and that we cannot integrate one project into another.
I have to redo all the animations starting from a base project and add all the objects and triggers after the other projects knowing that the respective animations have to be redone with the associated spritesheets. Which is very tedious !
An animation library management would have been appreciated as import / export triggers and levels.

In my game, I have more than 60 animations for 1 level :
[ panel animation ]
Could you add an input field to current animation ?
Could you assign frame offset (X, Y) with the arrow keys ?

[ panel Objects ]
Could you add an input field to Display offX and Display offY as you did for height and width?
Could you integrate an insert object button because we can only add and delete the last object created?
If you have 10 objects and you want to delete the number 1 or insert an object after the 1. You have to delete all the objects from 2 to 10.

Quote:
Originally Posted by Zener View Post
Hi Yoz,

it is not possible to integrate different projects into one, what is supported now is to import/export triggers and levels. What kind of join would you need?

Sprites take up chip memory, it doesn't matter if the flip is done by RP or by you. Amiga doesn't have hardware flip, the flip is preprocessed and uses memory. As you say many times it is better you do it in the paint program to be sure of what is happening.

The sprites are processed and cut, the time it takes to load should be the same, go for sheets with the flipped sprites. Now you have more than one spritesheet, maybe this helps you to sort out some issues.
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Old 15 October 2020, 01:22   #706
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Hi Zener,

Under WB, audio CD playback is functional but under RedPill no audio CD playback using the Play CD32 function.

Do you have an example CD audio track playback for Redpill?
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Old 18 October 2020, 19:27   #707
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Quote:
Originally Posted by Yoz Montana View Post
Hi Zener,

Under WB, audio CD playback is functional but under RedPill no audio CD playback using the Play CD32 function.

Do you have an example CD audio track playback for Redpill?
Are you using a real/emulated CD32? The play function is only meant for CD32, I don't think it will work on a regular Amiga CD IDE drive.

The usage is pretty straightfoward, just use once the Play CD32 trigger with the track number used in the CD, starting at track 1
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Old 18 October 2020, 20:42   #708
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Unhappy No CD play

Quote:
Originally Posted by Zener View Post
Are you using a real/emulated CD32? The play function is only meant for CD32, I don't think it will work on a regular Amiga CD IDE drive.

The usage is pretty straightfoward, just use once the Play CD32 trigger with the track number used in the CD, starting at track 1
I used in winUAE. Reading CDs works fine under the workbench (PlayCD : uaescsi.device Unit 0) but in RedPill no read CD.
I used [Actions] PlayCD32 1, no CD-Audio playback

Do you have a solution ?
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Old 19 October 2020, 15:58   #709
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Quote:
Originally Posted by Yoz Montana View Post
I used in winUAE. Reading CDs works fine under the workbench (PlayCD : uaescsi.device Unit 0) but in RedPill no read CD.
I used [Actions] PlayCD32 1, no CD-Audio playback

Do you have a solution ?
This is meant for CD32, in WinUAE the cd must work from CD&Hard drives -> Optical media options-> CD drive/image

The device is named cd.device in a CD32 if I remember it correctly
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Old 19 October 2020, 20:38   #710
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Quote:
Originally Posted by Zener View Post
This is meant for CD32, in WinUAE the cd must work from CD&Hard drives -> Optical media options-> CD drive/image

The device is named cd.device in a CD32 if I remember it correctly

In the Workbench, CD is recognized in uaesci.device.
I tried several methods but nothing works under RedPill.

Can you make a video tutorial so that we can use the CD under RedPill ?
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Old 21 October 2020, 09:03   #711
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Quote:
Originally Posted by Yoz Montana View Post
In the Workbench, CD is recognized in uaesci.device.
I tried several methods but nothing works under RedPill.

Can you make a video tutorial so that we can use the CD under RedPill ?
I think you are emulating a cd drive connected to an Amiga 1200 for example, but you need to emulate a CD32, because the command I use if for a CD32, not for regular CDs.

You can find here how to do it: https://thecakeisaliegaming.wordpres...ulation-guide/

In Redpill, just call Play CD32 with the track number
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Old 21 October 2020, 13:21   #712
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Quote:
Originally Posted by Zener View Post
I think you are emulating a cd drive connected to an Amiga 1200 for example, but you need to emulate a CD32, because the command I use if for a CD32, not for regular CDs.

You can find here how to do it: https://thecakeisaliegaming.wordpres...ulation-guide/

In Redpill, just call Play CD32 with the track number
Thank for your answer.

For several months I have been trying to get the audio CD to work on redpill.
Unfortunately it does not work under winuae.

Under Winuae:
In CD32 mode, Audio CD is not taken into account. No CD-Audio playback
However, the CD32 games are starting very well.
But in CDTV mode, Audio CD is taken into account. CD-Audio playback

Too bad not to use CD quality audio in an amiga game.

How did you go about making a CD32 game with Redpill with audio tracks?

The only possibility is to make an .iso of the game with the CD audio tracks to do my tests
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Old 28 October 2020, 11:18   #713
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To avoid recording a CD every time you can use a real or emulated CD32 with hard drive. This way you have the CD available and you can edit your project in the HD.

For me under Winuae CD32 there is audio CD, probably there is some set up issue. Check the differences between CDTV and CD32, there could be some clue there
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Old 28 October 2020, 17:05   #714
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Quote:
Originally Posted by Zener View Post
To avoid recording a CD every time you can use a real or emulated CD32 with hard drive. This way you have the CD available and you can edit your project in the HD.

For me under Winuae CD32 there is audio CD, probably there is some set up issue. Check the differences between CDTV and CD32, there could be some clue there
After several investigations, Cd audio playback works under winuae 3.6.1 but not in winuae 4.2.1 and 4.4.0 with the same kickstart and configuration, strange behavior

Not having CD32, the only solution is an .iso format under winuae.
So i created an iso with the game's export files, insert image disk to winuae CD32 : the game does not start.

My question is the following :
How did you make a CD32 game Redpill with audio tracks in .iso format?

Did you take this post into account?
Could you add an input field in RedPill...
http://eab.abime.net/showpost.php?p=...&postcount=705

-
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Old 28 October 2020, 17:17   #715
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One does not simple create a cd32 boot cd

You can try following this thread:
https://eab.abime.net/showthread.php?t=7579

BTW, I am adding the input fields for the next version

Quote:
Originally Posted by Yoz Montana View Post
After several investigations, Cd audio playback works under winuae 3.6.1 but not in winuae 4.2.1 and 4.4.0 with the same kickstart and configuration, strange behavior

Not having CD32, the only solution is an .iso format under winuae.
So i created an iso with the game's export files, insert image disk to winuae CD32 : the game does not start.

My question is the following :
How did you make a CD32 game Redpill with audio tracks in .iso format?

Did you take this post into account?
Could you add an input field in RedPill...
http://eab.abime.net/showpost.php?p=...&postcount=705

-
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Old 02 November 2020, 11:51   #716
Yoz Montana
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Quote:
Originally Posted by Zener View Post
One does not simple create a cd32 boot cd

You can try following this thread:
https://eab.abime.net/showthread.php?t=7579

BTW, I am adding the input fields for the next version

It reminds me of when I used the 'Scenarist' software to make DVDs.
It will not be easy to make a CD for CD32
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Old 10 November 2020, 21:08   #717
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With 10 sprites on the screen (with HUD), the game is slow
Sprites animations (frame time 0.1) are slow.
However winuae shows a CPU (68040) usage of <20%

When I see that the Megadrive displays 90 sprites of 32x32 at the same time, AMIGA is really far behind.
We can say that I'm quite surprised and disappointed with the performance.

RedPill :
Animation | frame time 0.1:


Same animation in game:


In game, we can see a drop in frame rate
_

Last edited by Yoz Montana; 12 November 2020 at 12:42.
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Old 15 November 2020, 10:11   #718
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There is a new release available, you can find it in Aminet:

v0.8.2
-In settings screen now you can select if you want to use a custom screen or
the workbench for file requesters.
-Added action Repeat Every to execute actions every certain time.
-In Animation screen the animation number can be selected using an input
field.
-In Animation screen you can modify the frame offset using the cursor keys.
-In Objects screen, Display Offset X and Y can be set using an input field.
-Bigger limit for sprite size when using the Auto Slice option.
-Extra checks and optimization for Auto Slice option.
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Old 16 November 2020, 13:10   #719
Yoz Montana
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Quote:
Originally Posted by Zener View Post
There is a new release available, you can find it in Aminet:

v0.8.2
...
GREAT UPDATE

-In settings screen now you can select if you want to use a custom screen or
the workbench for file requesters.

Cool
-Added action Repeat Every to execute actions every certain time.
After several tests, I did not understand the exact work
-In Animation screen the animation number can be selected using an input
field.

Yes, GOOD
-In Animation screen you can modify the frame offset using the cursor keys.
Great, thank you very much, it's more convenient now !
-In Objects screen, Display Offset X and Y can be set using an input field.
It would be necessary to integrate the input fields to all the panels to make it more practical.
Example on the HUD panel.

-Bigger limit for sprite size when using the Auto Slice option.
-Extra checks and optimization for Auto Slice option.



As I showed in my last post #717, it would be possible to improve the engine because the objects are slow just with 10 objects on the screen.
And yet, the displayed objects are on a fixed screen.
There is no screen scrolling.

_
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Old 16 November 2020, 16:16   #720
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For example, Repeat every 1000 means that every second the actions will be executed. Works exactly like countdown, but countdown only does it one time.

Besides my good/bad programming skills, Blitz has some flaws regarding performance when you use "advanced" features, check this https://eab.abime.net/showthread.php...z+optimization

It is a pain in the ass, I am trying to improve it in future versions.


Quote:
Originally Posted by Yoz Montana View Post
GREAT UPDATE

-In settings screen now you can select if you want to use a custom screen or
the workbench for file requesters.

Cool
-Added action Repeat Every to execute actions every certain time.
After several tests, I did not understand the exact work
-In Animation screen the animation number can be selected using an input
field.

Yes, GOOD
-In Animation screen you can modify the frame offset using the cursor keys.
Great, thank you very much, it's more convenient now !
-In Objects screen, Display Offset X and Y can be set using an input field.
It would be necessary to integrate the input fields to all the panels to make it more practical.
Example on the HUD panel.

-Bigger limit for sprite size when using the Auto Slice option.
-Extra checks and optimization for Auto Slice option.



As I showed in my last post #717, it would be possible to improve the engine because the objects are slow just with 10 objects on the screen.
And yet, the displayed objects are on a fixed screen.
There is no screen scrolling.

_
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