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#41 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,692
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Looks good. How ever, most important feature would be a video tutorials. Those makes people to use RedPill. I think that those short videos are good idee to use, instead of long videos, put you should make more of them and organize them together with good meaning full names.
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#42 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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Quote:
But you are super right, more videos are needed. I just need 48hours days ![]() |
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#43 |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 47
Posts: 1,017
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Whats the most advanced example of a game made using red pill so far? Whats the programs upper limit in terms of game creation
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#44 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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Quote:
[ Show youtube player ] [ Show youtube player ] [ Show youtube player ] [ Show youtube player ] Some are a bit old, many new features and optimizations have been added after their release. For unreleased games I am eager to check this one for example [ Show youtube player ] |
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#45 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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New version has been released!
http://aminet.net/package/dev/misc/REDPILLGameCreator v0.9.13 -When editing the level the collision map can be displayed on top of the map with the Show Tile Cols checkbox. -Games not using hud will consume less Chip memory. -When editing text, non ASCII characters will be converted to the closest ASCII character. -Reduced screen width is used correctly in triggers and camera. -Added Condition trigger On Landed that detects when an objects hits the ground. -Audio files path tries to correct itself if the file is not found. -Added trigger Play Sound Random to play from a range of sounds. -Added action trigger Stop CD32 that stops the CD audio. -Loading a level now stops the CD audio if playing. -Adjusted lower limit for map width values. -Optimization in memory copy operations. -Fix in collisions when moving very fast to the left. -Fix for copper palette from a file not being exported to the Build. ![]() |
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#46 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 860
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I'm going to investigate Redpill further, the improvements since I first used it are enormous and has some great features. I am a big fan of Scorpion's logic / codeblock system and this is where I hit a wall with RP. Perhaps things will now make much more sense. Particularly great to see png file support.
Had started a project, well perhaps near 2 years ago, I cannot remember the version I used. However, this test project (was a horizontal scroller) may not be entirely compatible with the latest version of RP as it crashes out on loading. Now it maybe because I tested it on winUAE (amikit specifically) and not my actual Amiga, or of course the changes meant things break, I can understand that! No big deal, will start again and see what happens! ![]() |
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#47 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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Quote:
Abour your old project, do you know in which version was it done? If you really want to recover it just send it to me and I may be able to find the problem. Redpill certainly has evolved a lot in two years, on the usability side it should certainly be noticeable. I am here in case you need any help. |
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#48 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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Happy holidays! It took a while but here is a new version, I have added several graphical enhancements as well as bug fixes. Some of the features are only for AGA machines.
http://aminet.net/package/dev/misc/REDPILLGameCreator This new demo is included, assets are borrowed (check readme) [ Show youtube player ] v0.9.15 -Sprite background can now have up to 8 different levels of parallax. -New FX layer for games with less than 256 (32 in ECS) colors. -Example project ex_fx showing the new features. Graphics from Ansimuz and Jetrel. Music by Fireboy. -Tile selected in tiles shortcuts is not highlighted anymore. -Project load shortcuts now leave in first position the latest loaded project. -Action trigger to Instantiate 4 objects in the 4 directions. -Instantiate trigger that allows to instantiate in an exact position. Old Intantiate trigger has been renamed to Instantiate RND. -Change solidity triggers added to change all types or just one tile. -Fixes in import Levels from CSV files. -Copper background now adjustes to game screen height. -On Screen trigger is now more accurate. -Now compiled under AmiBlitz 3.9.8 -Change int he startup of the editor to make it more compatible with Vampires. -When changing a trigger parameters are checked to avoid possible crashes. -Change in On Grounded implementation. -Scroll routine is now called every tick to avoid glitches. -Fetchmode in the editor is now always the default one. -Custom font system is more robust now. -Fixes in palettes when loading spritesheets. -Fix for HUD objects that were renderer outside HUD frame. -Fix for dialogs not showing at the start of a game. -Fix in sound generator display not always centered. -Fix for default level music set to 0, now default is not music. -Fix in import map CSV files. -Small fixes in the profiler screen. -Fixed crash when an Object type is set to a Tile. -If sprite layer depth changes this is now detected and fixed. -Fixes and optimizations in HUD. -Small optimizations. |
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#49 |
AmigaMan
Join Date: Oct 2012
Location: Castro Urdiales/Spain
Posts: 766
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Massive update! Thanks so.much zener!
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#50 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
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Looking really nice. Congrats on the update
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#51 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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#52 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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#53 |
Registered User
Join Date: Aug 2004
Location: Spijkenisse / the Netherlands
Age: 54
Posts: 528
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I'm curious how usable RP is on A500 mini, I noticed an install in the aminimiga distro.
Is it just a simple matter of copying the latest version into the RP folder to keep up with the latest updates and fixes? |
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#54 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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I haven't tried myself butoverwritting the old folder with the new one should work just fine.
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#55 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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New version is out, it has several optimzations to make the games run faster
http://aminet.net/package/dev/misc/REDPILLGameCreator -Loading effect can be selected in the Game Setup screen, only two available for now. -Game object system optimization. -General trigger optimization. -Object trigger instantiation has been optimized. -Added Collision Count condition trigger. -Inv Speed X/Y now updates the angle of the object. -On screen object detection improvements. -More triggers have been documented in the in-editor help. -Editor 68020 specific executable has been removed. -Changed memory management routines for songs. -Shrinkler compressor updated to version 4.7. -Fixes when music is played using level properties. -Fixes in the HUD system. -Fix Count Type on variable. -Fix when dragging objects in the level object screen. -Fixes in the FX system, now it works properly in ECS. -Fixes in audio screen. -Collides Type trigger now does not get triggered with the objects using it. -Resume Anim trigger removed. -Bug fixes and improved stability. |
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#56 |
WinUAE 4000/40, V4SA
![]() Join Date: Apr 2020
Location: East of Oshawa
Posts: 538
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Why was the 020 editor removed?
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#57 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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I think that it doesn't add much, the most important is that the built games have specific execs for 68000 and 020, and this is still there.
But if anyone finds useful to have a 020 specific version of the editor I can put it back easily. |
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#58 |
Registered User
Join Date: Nov 2022
Location: #Amigaland
Posts: 156
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Impressive work!
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#59 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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New version, with some memory optimization and new triggers
http://aminet.net/package/dev/misc/REDPILLGameCreator v0.9.17 -Memory usage has been optimized -Added action trigger FX Value to activate/deactive the FX layer and choose the effect to use. -Added action trigger FX Mask to set the color mask the FX layer will use. -Added a trigger "Z from Father" to allow instantiated objects get this value from their instantiator. -Added condition trigger Collision Count to count the colliding objects. -Added condition trigger To All colls to execute a trigger to all colliding objects. -Disco project has been added to show the usage of the new FX triggers. -Game objects rendering routine has been optimized. -When editing an Instantiate trigger it now shows the collision box besides the graphic. -Change in Ser Var RND trigger when using a True/False value. -Game startup has been changed as the compressor makes CLI parameters useless. -General optimization in the game player to make its size smaller and use less memory footprint. -Vertical object clipping has been improved. -Replicating some code to get some extra speed. -Improved documentation, still WIP. -Shlinker compressor updated to 4.7. -App icon updated. -More information is given when building the project. -Fix for saving project not showing the requester window. -Fix in autoslice routine. -Fixes in the animation screen. It also includes a new demo to show how to use some of the new triggers [ Show youtube player ] |
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#60 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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I've uploaded a new version to Aminet!
http://aminet.net/package/dev/misc/REDPILLGameCreator I added support to develop games in more than one language v0.9.18 -Added multilanguage support, if more than one language is used, a screen to select it will show. -Load project now shows the quickload screen, same as when you start the editor. -Insert trigger has been added, you can add a trigger when the trigger is not the last used one. -More documentation has been added in the .guide file. -When camera movement is huge, the display is turned off until the camera is repositioned. -Create display routine has been reviewed. -Added action trigger Set Target FPS to allow changing the maximum frame rate while playing. -In animation screen now the preview play takes into account the target FPS for the game. -Autoslice has been fixed and optimized yet again. -When loading sprites, to check the aplette if no tileset is used the background image is used instead. -Less stuff done after playing the game in the editor, this hopefully will fix the frame 0 of the game to be deleted. -Object Z can be changed for attached objects. -Deactive action trigger has been removed as Destroy does exactly the same. -Fix in attached object offset in game object screen not being the same as when playing the game. -Fix in Copy&Pasting objects not copying the triggers. [ Show youtube player ] |
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