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#241 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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Good news then! Thanks for trying it
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#242 |
Registered User
Join Date: Sep 2009
Location: San Antonio, TX USA
Age: 50
Posts: 1,185
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I'm having problems again, grrr!!
This time cutting sprites again. I'm using Amiga Forever WB 3.1 setup, for speed and ease of use. When I try to cut the sprites and after the cutouts are shown, the program and mouse just freezes and I can't continue. The other time, I added second screen background, save it, did some other stuff, then I restarted RedPill. After that restart, the program would freeze when tried to access the second "level" editor. I know that this is Alpha version and there are bugs, but sometimes I want to give up. I'm fighting the software instead working on a game. I think I need specs for RedPill, like: 1. What size of the backgrounds I can use, PAL, NTSC, MIN Overscan, MAX overscan etc. 2. What size sprite sheets I can use? I noticed that when the picture was not exactly 320x256 the sprite cutting tool would freeze. 3. What is the max size the sprite can be, I think that might be my problem, my sprites could be too big, but how much too big is the question. 4. If I have multiple levels, can I use full screen pictures on each screen as a background? Thanks. |
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#243 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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Quote:
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#244 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
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I made a new platform example game. It's in the zone. Seems version 0.5.6 is faster the 0.5.5 so yay!
![]() ![]() Graphics from opengameart. [ Show youtube player ] |
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#245 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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Looks great! I will try it tonight!
Latest version, 0.5.10, could be a bit faster. If you give it a chance let me know if performance is better (or worse) |
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#246 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
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Thanks. Where can i download v.0.5.10? I only see 0.5.8 as latest version here (which I somehow missed too).
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#247 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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#248 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
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Thanks for the link. I also think the game runs a bit faster on 0.5.10. Frame rate still feels a bit low while scrolling. But progress indeed. Waiting for 0.5.11.
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#249 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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Here it is http://tiny.cc/getredpill
v0.5.11 -You can set now Z of the objects to set the drawing order. The lower the number the later they will be drawn. -Added condition Trigger On Level Load that will be activated each time a level is loaded. -Added action trigger Halt Triggers that will stop trigger execution in that object. This is useful for example to prevent objects outside screen to check all triggers and waste CPU. -Play Mod action trigger added to play 4 channel mods. Old trigger has been renamed to Play Mod+SFX. -Added Hit>Set Custom1/2 action triggers to set custom vars of the object being hit by current object. -Added Hit>Inc Custom1/2 action triggers to increase custom vars of the object being hit by current object. -Fixed bug that prevented color 0 being overwritten when using background images. -Fixed bug that prevented rest of actions in a trigger being executed after a level change. -Added example trigger with 4 directions control. -Game was not correctly loaded when it was in the path root, for example in DF0: this is now fixed. -Error message is displayed when Redpillplayer cannot find the path to the project. -Fixed bug in Level screen that prevented objects being displayed when they were at coordinates x=0 or y=0. |
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#251 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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I did a sound-fx pack, about 30 .iff sounds that should work with this program.
https://www.dropbox.com/s/iiqo3pvjzt...dpack.zip?dl=0 |
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#252 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
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Thanks for adding 4 channel mods support.
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#253 |
Registered User
Join Date: Nov 2016
Location: France
Posts: 855
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I don't know if is a bug but for Laberinto PuzzleAGA and SpaceCombat (capacitor party 2017), you have to copy the fonts directory located in sys:RES/fonts to the root sys:fonts to make a HDF (or a generic whdload). While there is no need for amigaracing or mirror or alehop
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#254 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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Do you have the assign command in path? it is required
Here is the summary of RedPill games presented at Capacitor 2017: http://aminet.net/package/game/misc/...bat_Juande3050 http://aminet.net/package/game/misc/Raining_Eggs http://aminet.net/package/game/misc/Laberinto_SENSEI http://aminet.net/package/game/misc/Puzzle_SENSEI http://aminet.net/package/game/misc/MirrorRedPill |
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#255 |
Registered User
Join Date: Nov 2016
Location: France
Posts: 855
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Yes assign is in c:
You can test with generic whdload preinstalled of these games on EAB serveur those who needed to copy fonts: Laberinto-WHDL.lha PuzzleAGA-WHDL.lha SpaceCombat-WHDL.lha those who did not need to copy fonts: Alehop-WHDL.lha AmigaRacingDemo-WHDL.lha Mirror-WHDL.lha Last edited by Aladin; 04 December 2017 at 16:01. |
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#256 |
Registered User
Join Date: Dec 2017
Location: FRANCE
Posts: 154
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Hello everyone,
Look at this : [ Show youtube player ] See you later |
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#257 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,348
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Have you considered using the PHX player for Redpill?
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#258 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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#259 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 433
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#260 |
Registered User
Join Date: Dec 2017
Location: FRANCE
Posts: 154
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Hello Zener,
Thanks. Guardian is build with RedPill, amazing software. Last edited by Yoz Montana; 19 December 2017 at 13:17. |
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