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Old 15 April 2017, 11:28   #121
Zener
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You can use static pictures if the background is not too big. Mouse support is something coming soon, current version supports only keys and joystick.

Quote:
Originally Posted by amiman99 View Post
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.
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Old 15 April 2017, 11:29   #122
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Easter is plenty of time, isn't it?

RedPill 0.5.1 is here!
https://drive.google.com/open?id=0Bz...TdPTUdyRHpHZVk

Release notes for this version:
-Trigger execution point has been changed back to the place it had in 0.4.x versions.
-Scroll update routines are only called when there is scroll, it should speed up games without scrolling.
-RedPillPlayer filesize has been greatly optimized, it is half than before.
-Amiblitz Int compile optimization has been turned on, but I noticed no difference.
-Fix for a bug that blocked object movement when collisions were not activated for that object.
-Fix for custom font not being included in previous version.
-Pacman project updated with target FPS set to 50.
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Old 22 April 2017, 21:29   #123
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Hi All.
Just to say that tomorrow is going to be a tutorial and a competition about "redpill" on the YouTube channel AmigaWave. It will be in Spanish, anyway, I'm sure it will be very useful for people who want to learn how to make a game from the beginning.

[ Show youtube player ]

See you there,
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Old 23 April 2017, 22:28   #124
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Thanks Estrayk. Yes, it's live-streaming right now
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Old 28 April 2017, 18:34   #125
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On real A500+ with aca500+ not starting
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Old 29 April 2017, 21:09   #126
Zener
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It looks like no 68020, no fun

By chance, did it worked on previous versions? I guess not...
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Old 30 April 2017, 10:00   #127
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Did some tests to WinUAE. 020 running yes, but a lot slower than version 0.4.7.
So yes it is running on 68020+ at the moment. 68000 not starting on the same setup.
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Old 01 May 2017, 21:00   #128
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New version 0.5.2 loaded with cool stuff. HERE: https://drive.google.com/open?id=0Bz...FZjVFlyZmN0SjQ

v0.5.2
-In Animation Menu offset of each frame can now be changed by dragging the image with the mouse.
-In game setup you can select if you want enemies to collide against other enemies to avoid them using the same space.
-Edit Level has been renamed to edit map, map now only refers to the level tilemap.
-Background image in map edit screen can now be removed using the new Remove button.
-Load map and Save map features have been added.
-Added a condition trigger to check tiles with a comparison. Old one is keep for compatibility.
-Added condition trigger to check if tile is solid. Parameters are the offset in X or Y to check adjacent tiles.
-Added condition trigger to check if tile is not solid. Parameters are the offset in X or Y to check adjacent tiles.
-Added action trigger to go to the next level (this sounded epic).
-Added action trigger to reload trigger. Right now it does the same as restart level, but in the future reload will reset the tile status of the map.
-Added action trigger to change Display Offset of the object.
-Added action trigger to change Size of the object collision box. Use it with caution.
-Animation player in animation screen now takes into consideration the target frame rate of the game.
-Tile border parameter for the tilesets is working again.
-Fix for the issue causing past keys to be written when clicking on an edit gadget.
-Fixed a graphic glitch when changing levels both in the editor and the player.
-Fixed an issue with condition parameters not being edited correctly.
-Fixed an issue causing a crash when using a background image for the level without tileset.
-Fixed a glitch when going from animation screen to the main screen.
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Old 02 May 2017, 16:53   #129
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One question, this "load map" features what maps it supports? Would be cool to support some maps from Tiled editor. Just a thought.
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Old 02 May 2017, 17:05   #130
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For now the only format officially supported is the one from RedPill, the one you save with Savemap button. But it is just a raw 1 byte array, it could be easy to edit it externally.

AFAIK Tiled uses tmx, which is XML, and adding an xml parser could be a too big task at the moment.

You could also try Tilestudio (http://tilestudio.sourceforge.net/) and export maps in 1 byte format, I haven't tried myself but looks like it could work fine. if you try, create the map with size 84x84 tiles.
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Old 02 May 2017, 17:24   #131
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It loads the map from tile studio but with artifacts and errors, and it's not the best program to use, Tiled is a lot better i think.
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Old 02 May 2017, 17:39   #132
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There is probably something out there able to do the conversion. I found this for example, http://www.gamephase.net/tiled-to-binary-converter/ , I did a quick conversion and looks like it could work
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Old 02 May 2017, 17:47   #133
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Ok i will test it later.
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Old 02 May 2017, 20:16   #134
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It loads if saved to binary (.bin) but tiles are in wrong positions. It would be nice to have a workaround with this as tiled is very handy to create large maps (or even small ones)

Last edited by nobody; 02 May 2017 at 21:07.
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Old 02 May 2017, 23:38   #135
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Save your tiled map as .json then text/edit it and remove everything but the map data. End result should look something like:

20,20,15,16,
15,27,39,16, ...etc

We use this "format" (basically it's a simple .txt file) with Alarcity, I guess a small modification so as it can be used by Redpill wouldn't be a big deal.
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Old 03 May 2017, 18:40   #136
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I took a look at tiled-to-binary output. It uses a header and a 2-byte map format but I think I can add an importer into RedPill map editor.

Stay tuned
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Old 03 May 2017, 18:56   #137
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Old 04 May 2017, 12:25   #138
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Zener, thank you for this wonderful utility, I want to ask you, is it possible to do horizontal space shooters?

Last edited by Toni Galvez; 04 May 2017 at 12:58.
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Old 04 May 2017, 18:34   #139
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Is it possible...without a lot of background scrolling. There is a galaga example in Redpill. Vertical or horizontal, the way of doing it would be similar.

About having bigger scrollings, it is coming soon. The target for the 0.5.x versions is being able to do that, this versions already have a scroll that uses the Amiga scrolling trick.
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Old 05 May 2017, 14:21   #140
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Some speed testing:
11 (16x16) objects moving on screen before it starts slowdown on 030/28Mhz and 25fps target.
6 (16x16) objects moving on screen before it starts slowdown on 030/14Mhz and 25fps target.
4 (16x16) objects moving on screen before it starts slowdown on 020/14Mhz(A1200 setting) and 25fps target.
No scrolling, only static screen. 16 colors ECS
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