31 October 2023, 20:26 | #81 |
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New version is out!
v0.9.27 -Remap action trigger added to modify certain frames of the animation. -Added a level string for each level, right now it is only like a comment for levels. -When creating the WHDLoad package now you are asked about the slave to use. -Multiple fixes when changing from level to level in the editor, palette and copper. -Now you can set the minimum amount of Chip or Fast memory for your game. -Optimization for loading levels, also reducing the possible glitches when changing level. -Optimization in scroll routines. -Changed ptplayer routine to the E-Penguin one. -Added option to remove cross in the animation menu. -Pressing fire during text printing speed up the printing. -Mouse button can be used to close dialogs. -Fix for dialogs when no scroll is used. -Fix in use of gradient image for copper background. -Fix in Answer Question trigger. -Fix when merging image palette and sprite palette. -Fix in instantiate attached trigger not getting the right side. -Fix in the editor when changing to static no non static. -Fix in turn back not being triggered. -Fix for QR code in the main screen to find online documentation. |
05 November 2023, 09:32 | #82 |
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Quick update with several fixes http://aminet.net/package/dev/misc/REDPILLGameCreator
v0.9.28 -Fix for levels always black after changing level introduced in previous version. -Fix for Is AGA condition trigger. -Fix for condition parameters not taking into account decimals. -Fix for Overwrite color and Overwrite Gradient action triggers. -Refactor in the checks of the runing machine. -Fix in both the editor and player not calling the right loaders. -Internal: debug memory improvements. -Some old code has been removed. -Some internal tracking code has been removed. |
11 November 2023, 18:20 | #83 |
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I just uploaded a video showing all the game demos included in the Redpill package
[ Show youtube player ] |
12 November 2023, 09:57 | #84 |
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Hi !
I have a problem with 0.9.28 and older versions of the REDPILL GC. When I try to start the program I only get a "grey screen" on the Amiga-Video out. (no matter if 68k or 020 version!) ... so the program seems to crash or hang in anyway for me. My System Specs: A2000 with 68030 TurboCard (2MB Chip/128MB Fast) AOS 3.2.2.1/KickRom 47.111 StartVolume: DH1: (Matze graphiccard, ZorroLAN-IDE, FreeWay USB, BuddhaIDE and Prelude SoundCard are also mounted in my system) |
12 November 2023, 13:59 | #85 |
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I suspect the graphics card driver is interfering. I suggest disabling P96 before you start the program to insure it runs in a planar screenmode.
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12 November 2023, 14:32 | #86 | |
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Thanks for the heads up, I will try to replicate your config and see if there is any problem.
Indeed disabling P96 and/or starting without startup-sequence could help. Quote:
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12 November 2023, 15:55 | #87 |
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Thank You !
... I have also installed AOD3.2.2.1. previously on another partition (DH2) without P96 drivers. Booting from there and it worked ! |
19 November 2023, 12:49 | #88 |
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New version uploaded to Aminet http://aminet.net/package/dev/misc/REDPILLGameCreator
Now it is very easy to create your background gradients [ Show youtube player ] v0.9.29 -Copper gradient editor has been added in the Level Properties screen. -Instantiated objects are now not rendered the same frame they were created. -Dialogs now works fine when reducing the width of the screen. -Added a condition trigger CD Playing to check if audio is playing. Only works with 020+ executables. -In objects screen, cursor keys can be used to change the display offset. -In objects screen, 1 and 2 keys can be used to browse objects. -Level managing optimizations. -Trigger optimizations. -Condition trigger optimizations. -Final project size optimization: Sprite and background images are not copied for each level, now they are unique. -Attempt to fix some unwanted actions when going to the workbench screen for file accessing. -Less artifacts when going back to the editor after playing the game. -Fix for render objects, it could be after some plays not all objects were rendered. -Fix in using own screen being ignored sometimes. -Fix in HUD screen select page controls when selecting a variable. -Fix in font sheet not being initialized properly for new projects. -Fix in animations for basic_platformer example. -Fix in memory available number displayed in the settings screen. |
08 December 2023, 18:03 | #89 |
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New version uploaded to Aminet http://aminet.net/package/dev/misc/REDPILLGameCreator
Now it is easier to use tile properties in the games [ Show youtube player ] v0.9.30 -Tile tags added in Tile Properties screen to easily categorize tiles. -Added condition trigger Tile Tag is to check if the object is in a tile with this tag. -Profiler improvements, now the number of times a trigger has been called is displayed. -Profiler now displays if tile animations are being used. -Display the tile being used in the level editor screen. -Images not found are shown in red in the different menus. -Tileset count displayed in Tileset menu. -Changes in tileset reading. -Fixes when reaching maximum number of frames for a project. -Fix in memory detection requirements, also giving a 100Kbs margin. -Fix MODs not being played in the audio screen. -Fix for Print Text when using a non bitmap font. -Fix in copper space for ECS games. -Fix for animated tiles detection in edge cases. -Fix for some sound effects not being loaded when compressed. |
10 December 2023, 09:12 | #90 |
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New update with optimizations and quality of life improvements
http://aminet.net/package/dev/misc/REDPILLGameCreator v0.9.31 -Experimental: Add image in Spritesheet menu appends an image to the current sprite sheet. -Save in spritesheet allows to save the sprite sheet image. -In Level screens you can use F1 and F2 to go to prev/next level. -In Level map editor screen now you can pick a tile using Control + Right mouse button. -In Level Properties screen now layers are sorted out by Y when going back to menu. -Lots of improvements and fixes in the profiler screen. -Screen menu now shows all colors being used including the ones used for special FX. -Screen menu now allows to Load and Save palette. -Fix in Tile on Screen and Tile on Map triggers not working correctly. -Fix in Overwrite Color trigger for displays with flat color background. -Fix in Animation screen as some frames were shown with incorrect offset. -Optimization in object rendering. -Optimizations for ramp code. -Optimizations for inpur reading. -Collides Type trigger optimized. -Extra checks when saving files. |
23 December 2023, 09:21 | #91 |
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New update with big improvements in the slope and animation systems.
A demo to show the improvements can be found in the Zone: Terryble Knight v0.9.32 -Slope system have been improved greatly, now you have multiple slopes that you can use, with steps of 1, 2 or 3 tiles. -Big refactoring of animation system and Animation screen. -Added Knight example project, based in Terryble Knight by Ansimuz. Music by Fireb0y. -Added flags in Animation system to decide if an animation can be Interrupted. -Added the possibility to decide in which frame of the animation a sound should play. -Animation now uses ticks instead of frames, projects are updated automatically. -Shortcuts for animations added in Animation screen. -Added Copy values from mirror animation in Animation Screen to speed up animation creation. -In Animation scren, F1 and F2 keys change animation, 1 and 2 keys change the current frame. -In Objects screen, F1 and F2 keys change the current object, 1 and 2 keys change the current trigger. -Tools for editing MOD and audio IFF files can be defined in the Tooltips of the RPEditor icon. -Use MODPROGRAM and WAVEPROGRAM tooltypes to define the programs. -Countdown and Repeat Every triggers are now tick based instead of time based, projects should update automatically. -Png2Ilmb has been updated and now it does not crash when using 16bit color pngs. -Some shortcut keys are shown in the main screen. -In Level Properties, parallax Y now gets sorted by vertical position after exiting the screen. -Timer system has been simplified -Fix in clipping for objects that are half out of the screen. -Fix for some frame offsets being overwritten when slicing new sprite sheets. -Fix for solidity button not working properly. -Fix for tile grid appearing in the level after visiting tiles screen. Last edited by Zener; 23 December 2023 at 10:31. Reason: Adding images |
23 December 2023, 10:42 | #92 |
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Glad you're still going sir, any videos I can watch of current progress. Happy Christmas
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23 December 2023, 10:46 | #93 |
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Nice work...
[ Show youtube player ] Extremely impressed you used TSFH for Title Music |
23 December 2023, 10:54 | #94 |
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23 December 2023, 11:09 | #95 |
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Hi!
First of all, i want to thank all of you the support for this incredible game creating platform, and Zener for all the work that is doing to maintain and upgrade almost every day Redpill GM. Also, i want to wish you a happy Xmas, new year and best incoming 2024! The music added to the game was first the level, using a old tune from the nineties, and the intro/menu was also a test mod that i did from the music of master Bergersen, looping it the best way i can do. Was perfect for the purpose of the demo, but i will do my best creating more tunes for the game in near future ;-) So think on this demo as that, only a demo that will be better in so much ways later! Thank you again and cheers! Fireb0y |
23 December 2023, 12:09 | #96 |
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Hi, does Red Pill need any libraries or something ?
I can't get the game runnnig on a blank HDF. |
23 December 2023, 12:16 | #97 |
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23 December 2023, 12:43 | #98 |
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Copy the content from the data folder from aladins archive in demo early folder of the game, it has everything there you don't need no generic slave. It works on a blank hdf directly
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23 December 2023, 16:25 | #99 |
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Thank you so much for your commitment ! Getting better and better !
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23 December 2023, 17:18 | #100 |
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