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Old 16 February 2017, 14:46   #101
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Updates are in the right direction, also need to hide the project somehow, so that cannot change triggers to change the game.
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Old 19 February 2017, 19:04   #102
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Quote:
RedPill and Agony sprite
WORLD EXCLUSIVE !!
For the first time, Agony's owl flies to the left
[ Show youtube player ]
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Old 12 March 2017, 07:26   #103
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Some more suggestions:

Screen shake effect option on triggers
More animation positions
option to reduce screen size to be faster (?)
The basis for the player should be 1mb chip, and some fast, 2/4mb or so, to cover the small ECS amigas too.

Last edited by nobody; 12 March 2017 at 13:17.
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Old 12 March 2017, 11:43   #104
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But what about my 512kb A1000? That plays loads of other Amiga games really well.
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Old 12 March 2017, 12:25   #105
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But what about my 512kb A1000? That plays loads of other Amiga games really well.
but were programmed in assembly?
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Old 06 April 2017, 17:52   #106
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New features for v0.5.0:

-Main feature of this release is that now it uses advanced scrolling implementation. This will allow RedPill games to make use of larger maps in the future v0.5.x versions. It also allows RedPill to use less ChipRam. This could lead to some bugs that will be fixed in next versions. Look at ScrollingTrick.lha (http://aminet.net/package/dev/src/ScrollingTrick) in Aminet to know more about the implementation.
-Now multiple tile changes can happen in every frame.
-Object rendering has been changed too, BBlits are no longer used.
-Projects now have a target frame rate in the Game Setup screen: 50 fps, 25 fps, 17 fps, 12 fps. Default is 25 fps.
-Angular phyics have been redone with a more robust implementation. Shot type objects now can follow the same direction of the object Instantiating them.
-Collisions have been changed again to be more optimal and perfect.A side effect is that ramp collisions are lost in this version, they will be back soon.
-Frame offsets have been added: Now you can modify the display offset by frame.
-Grid slice has been optimized, now shapes are trimmed to its visible size.
-Animations are now changed once per frame and now everytime a PlayAnim trigger is triggered.
-Stop Anim trigger does not need a parameter anymore.
-Global air friction has been added.
-Friction now works as it should, 1 means full friction and 0 means no friction at all.
-Temp files that are stored on ram: when playing from editor now use a common name.
-Debug info removed from tile properties screen.
-File names in tileset menu and sprites menu are truncated if length of name is too big.
-Fixed a bug that made not possible to modify condition parameters in lines 2-5.
-Fix in calculate map dimensions.
-RedPill(Debug).exe renamed to RedPillEditor(Debug).exe
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Old 12 April 2017, 23:44   #107
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It's finally here, RedPill v0.5.0: https://drive.google.com/open?id=0Bz...UpuTk92RFBfTXM

I ask for your help to test and debug it, a lot of critical changes in this release.
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Old 13 April 2017, 00:05   #108
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Nice, I will have a look tomorrow
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Old 13 April 2017, 12:17   #109
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Ok i tested it, hell of a lot slower than before in ClassicWB RTG (full speed CPU and JIT!)

And not starting at all on my previous 68020 14Mhz AGA config

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Old 13 April 2017, 12:44   #110
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Thanks for the feedback, could you try adding some fastram on the 020 config to discard other issues?

Slowdown is while editing or when playing game? Does it happen with all games?

Last edited by Zener; 13 April 2017 at 13:09. Reason: more info
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Old 13 April 2017, 13:31   #111
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Yes it is much slower than before when editing and when playing too. At least in my project, I didn't try the other games
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Old 13 April 2017, 13:41   #112
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Thanks, good news is that is loading your project fine

In Game Setup menu, now there is a Target Frames per second setting, check if the value is fine. Previously all games where targeting 50 fps, something that is not always possible.
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Old 13 April 2017, 18:24   #113
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Changing the fps doesn't help. It's too slow again. Around 5fps on 68030/28 Mhz, AGA, 2mb chip, 8mb fast (Classic WB AGA). I guess something is missing from the other simple setup i have (MCP?) and is not starting.
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Old 13 April 2017, 21:20   #114
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I have a question. can RedPill be used to create Operation Wolf type of game?
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Old 13 April 2017, 21:23   #115
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Yes it can do it.
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Old 14 April 2017, 01:45   #116
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Quote:
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Yes it can do it.
Interesting...
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Old 14 April 2017, 01:54   #117
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Quote:
Originally Posted by amiman99 View Post
I have a question. can RedPill be used to create Operation Wolf type of game?
Quote:
Originally Posted by amiman99 View Post
Interesting...
I think I can guess where this is going...

Are you possibly going to port your recent Android game Zombie Excidium to the Amiga?
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Old 14 April 2017, 01:58   #118
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Quote:
Originally Posted by DamienD View Post
I think I can guess where this is going...

Are you possibly going to port your recent Android game Zombie Excidium to the Amiga?
Maybe...

I got ALL the Grafix, sounds, logic.


If I could get AMOS source for Operation Lemmings, that would be nice.

PS. Did not find any option for mouse control, so I'm not sure now.

Last edited by amiman99; 14 April 2017 at 04:24. Reason: add more txt
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Old 14 April 2017, 05:57   #119
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Mechanics:

Create a crosshair object
Control it with joystick, if press left then increase x=-1, if not pressed increase x=0 etc etc.
Create some enemies. Make some movement plan.
trigger: if P1 (the crosshair) collision with enemy and fire is pressed then reduce variable "enemy energy" or something.
Trigger: if enemy bullet position y=0 then reduce player1 energy.
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Old 15 April 2017, 02:17   #120
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Quote:
Originally Posted by nobody View Post
Mechanics:

Create a crosshair object
Control it with joystick, if press left then increase x=-1, if not pressed increase x=0 etc etc.
Create some enemies. Make some movement plan.
trigger: if P1 (the crosshair) collision with enemy and fire is pressed then reduce variable "enemy energy" or something.
Trigger: if enemy bullet position y=0 then reduce player1 energy.
I see, so it works more like NES version of Operation Wolf.

Can I add background graphics as a picture, or needs to be tiled?
Are graphic layers supported?
Can I spawn enemies at random positions, "create enemy1 at y=150 x=random(10, 300)"?

Thanks

PS. I saw the Agony demo with background picture, looks good, so I can use pics instead tiles.

Last edited by amiman99; 15 April 2017 at 03:38. Reason: more txt
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