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#61 |
Registered User
Join Date: Sep 2022
Location: Gravesend
Posts: 99
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Does this support tiled graphics or real time sprite flipping ?
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#62 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,224
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Tiles, yes! Sprite flipping is not supported by the Amiga chipset.
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#63 |
Registered User
Join Date: Sep 2022
Location: Gravesend
Posts: 99
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I don't mean for backgrounds but for character sprites.
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#64 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,224
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#65 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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Quote:
No real time sprite flipping, but when loading a spritesheet it can calculate the flipped graphics automatically. It will still consume 2x memory but can save some editing time. |
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#66 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 857
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8x8 tile support? very neat, never realised that!
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#67 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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#68 |
Registered User
Join Date: Sep 2022
Location: Gravesend
Posts: 99
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I meant using tiled sprites for actors like they did in final fight or mortal kombat.
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#69 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,224
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Oh! I think you might need to use Scorpion Engine for that. I'm not certain though. Graphics.library had something similar but the code wasn't optimal. It was called AnimOb structures. I found an alignment fix for the AnimComp that AnimOb structures are made of, but I don't know how well circulated it became. (It just required adding a pad word to the beginning of the structure allocation and removing it again at the deallocation.)
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#70 |
Registered User
Join Date: Sep 2022
Location: Gravesend
Posts: 99
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Nope not supported in scorpion yet but hopefully in the future.
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#71 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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New version is out! http://aminet.net/package/dev/misc/REDPILLGameCreator
Release notes ------------- v0.9.19 -Added trigger Tile on Border that checks the tiles in the border of the screen. -020 build of the editor has been restored by popular demand. -A small button allows condition and action order to be changed inside a trigger. -Tile on Screen now has a second parameter to define an area outside the screen to check. -Advanced parameters for objects are now in Objects advanced, FX and other settings are done there. -FX and FX Comp object types have been removed. -Shot-em up project has been updated. -Sprite background speed in editor now is the same as in runtime. -Render queues have been optimized. -Preventing a possible crash when too many tiles are changed in the same frame. -Added sanity check when saving levels, some ghost objects will be removed. -Fix in Stamp trigger. -Fix in Change Tile trigger. -Fix and optimizations in Repeat Every trigger. -Fix for some sprite layers not showing the right palette. -Fix in Inv Speed X trigger failing in final game in some cases. -Small memory optimization. -Small optimizations in some loops. -Small reduction on the size of the data files. -Some other small optimizations. -AmigaGuide doc updated. [ Show youtube player ] |
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#72 |
Registered User
Join Date: Oct 2013
Location: North of Africa
Posts: 55
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I have some doubts to start with redpill
+ if I want to put a background image, what resolution should I have? I'm going to work on windows pc, what format should I pass the image to, iff?? Any program to convert it? + same as before but for sounds, what format should the sounds I use in red pill be in? Thanks in advance Enviado desde mi MI MAX 2 mediante Tapatalk |
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#73 | |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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If you don't have scroll and just want a background, you can use an image of 320x256.
If you have the image in PNG Redpill will convert it to IFF. But be sure to use 256 colors or less. This palette should be the same you use for your moving objects too. For sounds you should use 8 bit 8SVX IFF files. Quote:
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#74 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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New version available in Aminet
[ Show youtube player ] v0.9.25 -Support for ANSI bitmap fonts, special caracters can now be used. -Bitmap font project has been updated. -Redpill Help in html format is now present in the html folder. -When changing an object from non static to static all copies expect one are deleted in the level. -When changing an object from static to non static all copies in the level are deleted. -Network code has been moved to AB3 format, some minor issues are fixed. -Gravity example updated adding two ships, shooting and network multiplayer. -HUD screen now allows to edit disabled HUD elements. -Sprites in sprite layer are always loaded even if they are not active. -When using less RP features, the copper list will use less bandwidth too. -Hiscore routines now take into account the screen width of the screen. -Window usage has been removed, it will save some chip mem I guess. -Change tile now also changes the visual for the tiles in the corners of the screen. -Fix in the angle of instantiated objects not being initialized correctly. -Fix when autoslicing sheets other than the first one. -Fix in sprite layer being displayed when deactivated by a trigger. -Fix in loading effect being shown always in initial loading. -Sin and Cos functions minor optimization. -Compiled with Amiblitz 3.9.9. -More checks for correct parameters in trigger editor screen. -Fixes in sprite slicing routines. -Fix when picking an empty frame. -Fix in Print text |
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#75 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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New version available in Aminet, a lot of documentation has been added http://aminet.net/package/dev/misc/REDPILLGameCreator
v0.9.26 -Game Object limit has been increased from 64 to 128 objects. Max objects per level is still 64. -Using latest pt player library. -Trigger documentation added, both in AmigaGuide and HTML formats. -HTML Documentation has been added. -Object creation and destruction improvements, it increases performance. -Trig Var X condition trigger now has a second parameter to check if the variable has not been triggered. -Sound waves are visible in Sound Generator even for not generated audio files. -HUD screen improvements. -Questions text now is fully displayed. -Changes in animation code, it should also increase performance. -Fix for loading multiple projects causing some side effects. -Fix in custom object timers. -Fix in Loop sound effects. -Minor Fix in editor buttons. |
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#76 |
Registered User
Join Date: Nov 2016
Location: France
Posts: 861
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Big thanks to Amiga Factory for the new game. And another Zoltar supermusic.
https://amiga-factory.itch.io/capitan-trueno-amiga |
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#77 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,493
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Congratulations on the release of Capitán Trueno
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#78 | |
PascalDe73
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 229
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Quote:
You Can find my Icon made with Dpaint.JS Best regards, Pascal |
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#79 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 342
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Gameplay:
[ Show youtube player ] |
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#80 |
Registered User
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 440
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Congrats to The creators!!! Capitan Trueno for Amstrad CPC was one of my favourite games, very well designed. A pity the port is using the colored PC graphics, but great work overall!
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