![]() |
![]() |
#101 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,906
|
Looks absolutely amazing - really well done! I always loved Mirror and thought it was an excellent demo of Redpill but this is something else.
I definitely need to find some time to play with the demo and Redpill. |
![]() |
![]() |
#102 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
Quote:
The source of the demo comes in the Redpill package, you can check how it is done and make modifications. Also, if you liked Mirror maybe you would like also this game https://aminet.net/package/game/jump/AbsoluteZero [ Show youtube player ] |
|
![]() |
![]() |
#103 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,906
|
Thanks - will have a look.
|
![]() |
![]() |
#104 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,804
|
|
![]() |
![]() |
#105 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
A new version has been uploaded to Aminet https://aminet.net/package/dev/misc/REDPILLGameCreator
A lot of new things in there, now instead of generic build you can target a low end machine, like OCS 7Mhz 1MB machines. The build will be smaller and faster with some trade-offs. There is also a new frame editor, with support for flips, scaling and rotating. Here is a quick video showing it. [ Show youtube player ] Full list of changes: v0.9.33 -Added a new Build Game option to target low end machines (like A500 with 1MB). This reduces the maximum number of level objects (from 64 to 32) and disables some code like CD32 audio and storage among others to reduce memory needed and increase performance of the games. -Multiple optimizations in all fronts reducing the CPU and memory required by games. -When forcing NTSC resolution the game will use less Chip memory. -Static objects are now updated first, I hope this do not break old games as sometimes the execution order could be different. -Added a new screen for Frame manipulation, copy&pasting, rotating, scaling, can be done in this screen. Find more information in the guide. -Default input key for Fire 1 has been changed to left caps key. -In Game Setup screen there is a new Mem Info section that will give an estimation of the memory used by the game. Take it with a pinch of salt. -Build does not copy diskfont.library anymore as it is not needed. -Fix in Collision Down being triggered when there was any collision. -Optimization in tile accessing. -Small optimization in palette processing. -Optimization in action trigger processing. -Compression for SFX has been deactivated as sometimes it fails and others prevent loading. -In Screen setup screen now you can decide if you want subpixel scrolling or not. -When Building a project there are warning messages if the files cannot be compressed. -When loading a project, this loading action now can be cancelled. -Files ".pal" in projects are now used in a different way. -Camera limits code has been simplified. -Fixes in the FX rendering. -Action trigger Frame by Angle fixes. -Animation frames are now cleared when starting a new project. -When compressing projects, if the asset is not properly compressed now it tries to load the file without compression. -Refactoring of level loading and tileset loading that reduces the exe size and memory usage. -Refactoring of the main loop camera and display system. -Trigger actions system optimization. -Small optimization in Change Tile trigger. |
![]() |
![]() |
#106 |
Registered User
Join Date: Jan 2008
Location: SouthEast-ish UK
Posts: 372
|
Great to see so many updates @Zener, nice to have a platform to create games on the Amiga.
With this and Scorpion the future looks really nice for Amiga games. |
![]() |
![]() |
#107 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
|
![]() |
![]() |
#108 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
Latest release with fixes and some new actions is available in Aminet: https://aminet.net/package/dev/misc/REDPILLGameCreator
v0.9.34 -Added condition triggers Cam PosX and Cam Pos Y to check the camera position. -Internal function that finds out color closest to other has been changed. -OCS copper gradients may be faster now. -Added condition trigger Contains Tile Tag. -Copper values in screen setup are now really only the default ones. -Anim Frame trigger renamed to just frame, as it is not taking into account the animation. -If you are using the condition Frame is, in the trigger screen this frame will be displayed. -Fixes in automatic remap when loading a spritesheet image. -Further optimizations in trigger processing. -Small verticall scrolling improvement. -Optimizations when coming back from playing the game to the editor. -Fix for sometimes wrong palette being displayed when going from spritesheet screen to main screen. -Fix in audio object default value when upgrading a project from an old version. -Fix in Overrite Color/gradient triggers not updating the palette. -Fix in audio listener objects introduced in the previous version. -Fix in Tile On Map/Screen/Border triggers, under certain conditions could execute unwanted triggers. -Fix in Camera follow code. -Fix when attaching non static objects to static objects. -Fix for level deletion and others when coming back from playing the game to the editor. -Some unused code has been removed. |
![]() |
![]() |
#109 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
New version in ready in Aminet
v0.9.35 -Added Condition Trigger Anim Can Start that is true when the current animation has finished or can be interrupted. -Added Condition Trigger Anim Frame Is to check the current frame inside an animation. -Added Condition trigger Obj Type Count to check the current number of active objects of one type. -Added Condition Trigger Obj Count to check the current number of active objects of one game object. -Added Action Trigger Var Int that converts a variable value to its integer value. -Added Action Trigger Var Clamp that makes sure a variable value is always inside a range of numbers. -Added Action Triggers Camp Pos X/Y to make sure the Object position is always inside a range of numbers. -Added Action Trigger Count Tile Tag that stores the numbers of tiles in the map with the current tag. -Change: Action trigger Restart Level is lighter and faster now and does not recreate the screen. -In Level screen, the current object name can be clicked as a shorcut to go to the Game Object screen. -New Loading screen option, Loading Image loads and display Loading.iff file. -New Loading screen option, Loading Anim uses a game animation for loading. -Change: In hud if a Var Icon item doesnt fit in the HUD window now it is cut instead of not being drawn. -Change: In wait frame routine to avoid glitches on top of the screen while vertically scrolling. -Fix for subpixel scrolling valued not being exported in final Build. -Fix in Hit And Stop action trigger. -Fix for FX rendering not working sometimes. -Fix for Condition Trigger countdown, now it will be triggered only once. -Collides object condition trigger optimization. -Small optimizations. |
![]() |
![]() |
#110 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
A new version has been uploaded to Aminet, lots of small improvements
![]() v0.9.36 -Maximum number of levels increased to 1000 levels. -Added a Tooltip MAXTILESETS that allows to increase the maximum number of Tilesets used in the editor. The higher the tileset number the more memory will be used. -When loading sprite or tile images with a different palette, instead of doing an automatic color remap the program will prompt the user. -Set Pos to Obj now has extra parameters to decide if we want to copy X, Y or both. -New Checkbox button is used in the menus. -Added a Picotron color setting for the menus. -Collides Player action trigger has been renamed to Collides Object 0, which is actually what is does. -Screen creation code has been moved. -Fix for Print Text action trigger when not using bitmap fonts. -Fix for selecting objects beyond 64 objets in the trigger screen. -Fix in Contains Tile tag condition trigger. -Fix for some attached objects not being attached correctly. -Fix for Restart Level action trigger not refreshing correctly the screen. -Fix for games using Enemy vs Enemy collisions not being loaded. -Fix in Destroy Children action trigger drawing a 8x8 black rectangle. -Fix in Mutate action trigger executing the next triggers of the previous object after the mutation. -All projects updated with the new project file format. -Minor fixes |
![]() |
![]() |
#111 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
Redpill has been updated https://aminet.net/package/dev/misc/REDPILLGameCreator
Lots of different stuff in this one, for example ECS copper background have been improved. Also the platformer demo got new graphics ![]() v0.9.37 -Big optimization in Trigonometry code, leading to a big boost in performance. -Instantiate function has been optimized with some ASM magic. -Basic_platformed example has been revamped with graphics from Surt. -When building the game, now all game data is inside the data folder, no need for the res folder anymore. -ECS copper gradients have been improved, they are more smooth now like in Turrican 2. -When using Play now the current level is saved, just like you play start. -Added new trigger Run From Editor, to check if the game is running from editor or standalone. -Distance to Target condition trigger was very unprecise, now it has been improved a lot. -Mouse input code now is only run when being used. -Small improvements when using NTSC screens. -In HUD screen when an element was partly outside the HUD was not drawn, now it is, but drawing will be slower. -Removed Topaz2 font. -Topaz font is now the default one. When using Topaz font, there is no need to have diskfont library available. -Optimization in angular logic. -Fix for a crash that occured when changing the level. -Fix in loading levels code, that sometimes could led to the level being erased. -Fix for Camera Inc not working under certain circumstances. -Fix when creating the screen that could leave glitches in the border of the screen. -Fix when scrolling down, sometimes left some line glitches. -Fix in dialogs somethings messing the screen. -Fix in copper backgrounds when using an image as the source for the palette. -Some unused code has been removed. |
![]() |
![]() |
#112 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
It's about time for a new version release, this time it adds parallax scroll to games in OCS and ECS: https://aminet.net/package/dev/misc/REDPILLGameCreator
[ Show youtube player ] Release notes ------------- v0.9.39 -Sprite background can now be used for ECS projects. It has some restrictions but it can be used from now on. -Added example project Merc showing the use of the ECS parallax. -Smooth scrolling transition from game to dialog. -When editing or reloading a tileset, you can now keep the previous tileset size. -In level properties screen, setting music to -2 just leaves music as it was. -Change in camera code. -From a menu, press DEL key to get back to Main menu. -Level .iff files code updated, to be used in future updates. -Added safety code to make sure previous deleted objects in editor are not instantiated. -When building final games, the size of HUD and Sprite back/foregrounds are now the minimum size. It also fixes issues when using compression. -Increased compatibility with older projects. -Improvements in AGA parallax to avoid trembling. -Some bitmap copy function are now done with CPU to avoid issues with blitter. -Number of blitz objects reduced for A500 build. -Improvements on the flow when loading a game. -Fix when saving levels, sometimes they got erased. -Fix in mutate when changing from level to level. -Fix for HUD screen, image background name was hidden. |
![]() |
![]() |
#113 |
Registered User
Join Date: Nov 2016
Location: France
Posts: 862
|
Gamedev Posadas 2024
Momo Space 2 demo https://files.scene.org/view/parties...momospace2.zip Will the development of this game continue? |
![]() |
![]() |
#114 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
Quote:
|
|
![]() |
![]() |
#115 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
New version in Aminet https://aminet.net/package/dev/misc/REDPILLGameCreator
v0.9.40 -Proper support for moving platforms, objects can be defined as type Platform. -Object can be attached to a Platform object, and they will behave as expected, breaking the attachment when jumping or getting out of the platform. -Merc project now has moving platforms examples. -Added action trigger Attach to Collision to get the object attached to the last collided object. -Added condition trigger Is attached to check if an object is attached to another one. -In tileset screen, Image to tiles feature allows you to create a tileset with an image as the soruce, avoiding having duplicate tiles. -On Vampire V2, games seem to work faster than it should. A delay has been added to make them run at the correct speed. -Some changes in Int routines, but no speed has been gained at the end. -When targeting A500 low end machines, now the maximum amount of frame animations is 200 instead of 320. -Object Timers and Time to Live now work with ticks instead of miliseconds. Projects should be automatically updated after loading them. -Fix on Copy Bitmap, that was generating failures in the HUD background. -Player was showing AmigaDOS screen for a moment after the logo, this has been removed. -Optimization in routines detecting NTSC. -Default tilesize for new projects is now 16x16 pixels. -Fixes in Level screen when editing objects. -Orbitate Parent action trigger is now more protected. |
![]() |
![]() |
#116 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
Here is a video showing the new feature that generates tilesets from images:
[ Show youtube player ] |
![]() |
![]() |
#117 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
And here another video showing the improved support for moving platforms
[ Show youtube player ] |
![]() |
![]() |
#118 |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,517
|
Pretty neat new features
![]() |
![]() |
![]() |
#119 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
Thank you TCD!
A new update is available in Aminet with many new stuff: https://aminet.net/package/dev/misc/REDPILLGameCreator v0.9.41 -Image to tiles now can open a large image containing a map, extract its tileset, and optionally recreate this map in the current level. -Image to tiles checksum has been improved to avoid duplicates. -Now you can select the spritesheets to use for each Level, saving some valuable Chip Memory. -The used spritesheets in the level can be automatically calculated by the editor. -In Tileset Menu, Image to tiles can now be used to open a large image with a game map. The routine will generate all the tiles for this map, and will give the possibility to generate the level map as well. -In Objects Menu, in the Advanced section you can define the maximum speed you want your object to move. Useful for example, when you do not want your object to fall too fast. -Fetch mode Quadruple can now be used with Screen Widths: 320, 288 and 256. Using it will speed up games for AGA Amigas without FastRAM. -Added a project named BobPerfTest to be able to check performance with the different fetch modes. -Added action trigger Follow Object Free, works as previous one but instead of using 8 directions for moving, movement is smooth vector based. -When using Help key or ? button to get screen information, now you can click More button that will open the HTML help with detailed info. -The tool to open HTML files can be defined in the REDPILLEditor Icon. -Project ex_mapenemies has been updated win new graphics and using the new Follow Obj Free trigger. -ECS parallax now supports vertical movement. -Red CD32 button is now equivalent to normal Joypad first button. -Vampire can usage can now be detected using the condition trigger Processor. It will return 8 for 68080. -Fix Triggonometry startup issue that caused Trig funcions to not work. -Fix weird behaviour when static objects are deleted from the level. -Fixed issue when using Inv Speed triggers. -Giving more info about the errors in Level Properties screen. Videos showing the new additions will be uploaded to my youtube soon |
![]() |
![]() |
#120 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
|
Quote:
[ Show youtube player ] This show the extra HTML help that has been integrated in the editor, you can choose the browser to use. [ Show youtube player ] And this shows the improvements to the image to tileset functionality. Now it can use a big image, and now it can generate the map automatically [ Show youtube player ] |
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
RedPill - Amiga Game Creator Program | DerekAutista123 | support.Apps | 801 | 23 May 2024 19:25 |
RedPill - Support / Help / Tutorials | aszu | support.Apps | 34 | 07 December 2021 20:54 |
Redpill Puzzle | Lemming880 | project.Amiga Game Factory | 4 | 11 March 2020 22:58 |
easiest and best game creator ? | turrican3 | request.Apps | 12 | 26 November 2019 11:46 |
Amiga Game Creator with Sonic?? | DerekAutista123 | Amiga scene | 1 | 06 March 2016 23:32 |
|
|