31 July 2020, 01:31 | #681 |
Jackie Chan
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Is it possible to add code to red pill to add extra features etc beyond what the program offers? Can i run it in an emulated environment on a pc?
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01 August 2020, 19:53 | #682 |
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Redpill games are done without coding, just mouse and a bit of keyboard.
Of course, you can run it emulated in UAE/WinUAE/FSUAE. |
03 August 2020, 04:03 | #683 |
Jackie Chan
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04 August 2020, 04:56 | #684 |
Jackie Chan
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I am trying to run red pill in fs-uae 2.6.2. I put the Blizzard SCSI 1230 IV 8.5.ROM file in the kickstarts folder. But when i launch red pill it says I still require the blizzard rom and it does not load. Bit of a new newbie here. Perhaps i am doing something wrong?
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04 August 2020, 05:03 | #685 |
Total Chaos forever!
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You are more likely to get FS-UAE support at the FS-UAE category in a fresh post.
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10 August 2020, 19:37 | #686 |
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Hello Zener,
Here is my bug report and suggestion for improvement : [ Objects ] For the player, I reached the maximum of the triggers (MAX 32 ), this is not enough in my case. Can you increase the number of triggers (Max 32 :/) ? [ Animations ] When using a 2nd spritesheet, the mirror animations are not correct. I have over 30 animations and clicking up to 30 is quite tedious. Could you add an input field to go directly to the desired animation ? [ HUD ] When HUD is position TOP, there is a display bug (A line down shifted and doubled) Can it be over the game (background+map) ? Could you add an input field to PosX and PoxY ? [ Tiles ] ....|--> [ Edit Propertie ] Is it possible to implement different speeds for each tile animation ? RedPill is amazing software creator Here is the last update of "Guardian - The legend of flaming sword" with more features [ Show youtube player ] Last edited by Yoz Montana; 10 August 2020 at 19:43. |
25 August 2020, 21:26 | #687 | |
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I've added some extra input fields in the last version
Quote:
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26 August 2020, 00:12 | #688 |
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26 August 2020, 21:18 | #689 |
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It has been released already: https://tiny.cc/getredpill
v0.8.0 -Added action trigger Net Connect to connect to a remote machine and have a multiplayer network game. One machine in server, the client needs to enter the server IP. In a LAN, just need to type the internal IP. In different networks you can use external IP, probably port forwarding is needed to find the target machine in the local LAN. REDPILL uses port 6666. -Added contition trigger On Net Connection to detect when a connexion has been established or if it is disconnected. -Added condition trigger Is Net Remote to check if one player is remote or local. -Pong project has been updated to support two player network game -Added action trigger Set Map Cols to activate/deactivate Object collisions. -Added action trigger Norm Spd45 to adapt speed x and y when object is moving in diagonal direction. -Using Tool type NTSC in Game icon (or -NTSC parameter in the CLI) will force the game to be launched in NTSC mode. -Screen width now can go from 320 to 256, to allow for fast ports from other platforms. -Input system has been simplified. -Frame control redone again to avoid flickering issues and horizontal lines. -Objects of type shot now follow better the direction of the objects instantiating them. -Small change in cursor color. -Input fields for Object width and height. -Input fields for HUD object pos X and Y. -Speed on col trigger now works on angle motion objects. -When Speed on col is negative does not stick the objects to the ground anymore. -In Settings screen, now it is possible to select the Light theme for REDPILL user interface. -FIX: When using grid slice the frame offsets will be assigned automatically the grid offset. -FIX: Follow object was always following object 0. -FIX: Only Vars from page 1 were accessible in the HUD screen. |
27 August 2020, 07:57 | #690 | |
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Quote:
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27 August 2020, 09:16 | #691 |
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Great update!! Multiplayer, network is a great surprise.
Anyone like to try out pong with me? It got network play now. |
27 August 2020, 10:57 | #692 |
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29 August 2020, 20:49 | #693 |
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Hi Zener,
I noticed differences in the scrolling : Prerequisite : AGA Game, 256 colors, width 320, camera follow [x], 50fps, same camera limit, same Map width, same tiles, same Map, 1 object scrolls at continuous speed (speed = 2) For a level with the following settings : [ 8x8 Tiles ] Number of Tiles: 1280 Result : Scrolling slowed down a lot ------------------------------------------ [ 16x16 Tiles ] Number of Tiles: 320 Result : Scrolling good ------------------------------------------ [ 24x24 Tiles ] Number of Tiles: 154 Result : Scrolling slowed down a lot ------------------------------------------ [ 32x32 Tiles ] Number of Tiles: 80 Result : Scrolling good ------------------------------------------ In order of fluidity, from best to worst [ 16x16 Tiles ] Number of Tiles: 320 [ 32x32 Tiles ] Number of Tiles: 80 [ 24x24 Tiles ] Number of Tiles: 154 [ 8x8 Tiles ] Number of Tiles: 1280 We can see that the fluidity is not related to the smallest number of tiles. Where does this behavior come from? The difference between 16 and 32 is very low in the fluidity of the scrolling but there is a very big difference in the number of tiles [ 16x16 = 320 tiles ] and [ 32x32 = 80 Tiles ]. When I changed the size of the tiles for reasons of optimization, i went from 16x16 to 8x8 of the tiles in the map. Result, th scrolling slowed down a lot. That's why I carried out these tests. Last edited by Yoz Montana; 29 August 2020 at 20:54. |
29 August 2020, 21:18 | #694 | |
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Quote:
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29 August 2020, 21:22 | #695 | |
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Basically, the smaller the tiles the slower it will run. It will require more CPU because the numer of tiles to check is higher and it will use more blitter blits for the same reason.
The case of 16x16 is good in terms of balance and also makes uses of a faster Blitz routine specific for this size, in general Blitz likes multiples of 16. If you are using animated tiles try deactivating them or slowing their speed. Quote:
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29 August 2020, 21:48 | #696 | |
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Quote:
There is no animated tile and just one object (spritesheet). I had clearly contrasted that the 16 tiles are faster, that the multiple of 16 are too. On the other hand, what is not logical is that with 1 object and 320 tiles per screen, it is not more fluid. Is it possible to optimize the scrolling of the RedPilll engine? |
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29 August 2020, 21:49 | #697 |
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Thanks for the explanation
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27 September 2020, 14:43 | #698 |
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Update RedPill 8.1
Release notes
------------- v0.8.1 -In Screen menu, a color other than 0 can be overwritten, from 0(background) to 127. -BG Color and BG Rainbow action triggers are now named Overwrite Color and Overwrite Gradient. -Physics: Speed on col behavior reviewed. -Performance: Improved performance of math routines. -FIX: CD32 play CD routines fixed to allow more than one track being played. -FIX: After moving to another level sometimes there was a glitch in the scroll. -FIX: When re-adding objects in the level, sometimes they were not added. -FIX: Screen width was not reset when loading a new game. REDPILL Game Creator - aminet RedPill - Website |
27 September 2020, 14:58 | #699 |
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Toz Montana:
Thanks for the update. Do you think a game like Bomb Squad [ Show youtube player ] But in 2D would be possible to make with REDPILL? |
27 September 2020, 23:18 | #700 |
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