16 November 2020, 19:22 | #721 | |
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Thank for explications.
indeed, from what i read blizt is slow for collision detection To my knowledge, a quadtree method should be used for the detection of collisions. Using quadtrees to help partition the space and reduce the amount of collision detection being done. [ Show youtube player ] This is an example with BliztMax : https://mojolabs.nz/posts.php?topic=77858 Quote:
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22 November 2020, 10:42 | #722 |
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New version released now supporting all 68k CPUs : http://aminet.net/package/dev/misc/REDPILLGameCreator
v0.8.3 -Compiler changed from Amiblitz 2.44 to Amiblitz 3.8. This has some implications: -Now lower limit to play games is a Motorola 68000 instead of a 68020. -There are two editors, one generic and one for 020+. -When exporting a game you have to select if it is generic or for 020+. -Performance seems slightly better. -To avoid compilation issues, some more memory is used by the game player. |
24 November 2020, 20:33 | #723 | |
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Bug identified:
The export only takes into account the 1st spritesheet. Spritesheets 2,3 ... are not taken into account. Quote:
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25 November 2020, 02:57 | #724 |
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27 November 2020, 19:49 | #725 |
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Hello Zener,
Map width is limited to 320 Would it be possible to increase the Map width? In HUD, could you add vertical bar ? |
27 November 2020, 21:11 | #726 |
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320 is the limit. 320 tiles with 32x32 tiles is quite big 32 whole screens, 8 screens with 8x8 tiles, you could try making more levels if that is not enough.
The vertical bar is possible, I can implement it in future updates. |
28 November 2020, 12:02 | #727 |
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Thanks Zener
Made maps under RedPill is quite long and for convenience : Would it be possible to import maps made with the Tiled software .tmx ? And vice versa, that maps created under redpill can be read under Tiled. Is it possible to have 2 layers parallax (256) + background (4 colors) ? Last edited by Yoz Montana; 30 November 2020 at 09:02. |
05 December 2020, 18:03 | #728 |
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"var to Spd X"
Hi Zener,
The variable "var to Spd X" is not a global variable because it does not behave as such. It is very inconvenient to have a variable speed which can be changed at any time. If I give it a positive value and then a negative value. The negative value is changed well but not on the object. If we used "mutate to", the variable is not taken into account at each change on the object. To my knowledge,,a global variable is a variable with global scope. In this case "var to Spd X", it is not. Or I didn't understand anything about 'var to spd X'. can you explain "var to Spd X" ? |
06 December 2020, 21:13 | #729 | |
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"var to Spd X" uses the value of a global var to set up the speed X of the current object. This way for example you can use this var to increase speed of enemies at some point to increase difficulty.
Quote:
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11 December 2020, 22:33 | #730 |
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New version released! http://tiny.cc/getredpill
v0.8.4 -Pipeline fully moved to Amiblitz 3.8. Libs are now from this version -Input key functions replaced to be compatible with ApolloOs. -Auto slice fixes to allow bigger sprite areas, stack reviewed. -In Sprite Sheet screen now the start frame and end frame of the sheet is displayed. -Added some more checks to auto slice. -FIX: Start shape was badly calculated for sprite sheets bigger than 2. -FIX: Only first sprite sheet was exported. |
13 December 2020, 23:34 | #731 |
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I have a question to ask about collision. I am moving the character to the left and there is a wall on the left side. How do I make it when I collide to the wall while pressing left set speed X=0 only when I press left. When I press right there is no wall on this side I want the character to be able to move in that direction. There is no wall up or down, I want the character be able to move in this directions. But if there is wall in any of the sides and I press on the direction where this a wall in that direction, I want the player not be able to move in the direction where it hits the wall only.
Another question, when I am plotting objects it takes eternity to select an object at a time and then have to enter X, Y coordinate for that object. Then I have to go press top right and add another object, then manually enter new coordinates for this object. This takes too long and become tortures work to plot large maps. Is there anyway by just left clicking my mouse button and keep holding the button as I move the mouse it plots the walls by increments of 32 or 16 or 8? Like have it locked by grid. |
18 December 2020, 20:15 | #732 |
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Hi Zener,
Several crashes/freeze on the software when I modify the map. After that, i lost several modifications and hours of work I repeat my question: Made maps under RedPill is quite long and for convenience : Would it be possible to import maps made with the Tiled software .tmx ? And vice versa, that maps created under redpill can be read under Tiled. |
18 December 2020, 22:21 | #733 |
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Maybe also adding autosave function?
Similar like in 3DS Max... Basically, Red Pill automatically save scene every 5 minutes, and it uses 3 files for that, after it saves 3th file, after 5 minutes just override the 1st one (ex name: Autosave_01.pil) It can be stored in Autosave folder. |
19 December 2020, 00:34 | #734 | |
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Autosave will not change the problem to map creation under redpill.
Made maps under RedPill is quite long and tedious. The Tiled (software .tmx) map import would save time especially for large map. Trying to create a map of width 320, it is very long to do under redpill. Quote:
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19 December 2020, 00:47 | #735 |
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19 December 2020, 13:53 | #736 | |
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Yep, not crashing should be the first priority
You can already import binary format for the maps, tiled uses xml I think, there has been some time since I last looked at it. Tilestudio maps can be exported to binary files and then imported in redpill http://tilestudio.sourceforge.net/ If you send me the map/project giving you trouble I think I can find the reason for the crash and fix it Quote:
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19 December 2020, 14:00 | #737 | |
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no Problem
I understood the meaning. For the development of games, all drawings are made with the Pro Motion NG software which has a map creator. It reads .iff which is not the case with Tiled. For information, Tiled is free and Pro Motion NG is not free. With these software, we can export is in .xml format, which is very useful for the exchange of complex contents. In the case of Redpill, it would be very good if we had this possibility of importing and exporting maps in .xml Moreover, thanks to the xml tag, you can check the values ??and just import the useful data. The creation of the maps would be very fast thus saving time for development. Quote:
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19 December 2020, 14:27 | #738 | |
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When I use RedPill for more than an hour, the software freezes.
After the reboot, when loading the project, the variables remained in the freeze state and the modifications of the map are lost. When I modify the map during a rather long lapse of time, I no longer have access to the tiles then the software freezes some time later. Guru meditation : if you loaded image tile 256 colors when screen mode is ECS. Quote:
Last edited by Yoz Montana; 19 December 2020 at 16:16. |
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03 January 2021, 18:20 | #739 |
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New version released: http://tiny.cc/getredpill
v0.8.5 -Added action Trigger Prev Level to move to the previous level. -Added action Trigger Level# to var to set a Var with the current level number. -Improved ApolloOS/AROS compatibility. -FIX: In Spitesheet screen, Pick could lead to a crash. -FIX: In edit Display Object x & y. -FIX: In Level editor 1 key moves to the previous level. |
20 March 2021, 18:01 | #740 |
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New demo Amiga game for april 2021.
Prepare your AMIGA to play this new demo. Brace yourself. Only on AMIGA AGA ! [ Show youtube player ] |
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