English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 08 December 2021, 09:33   #21
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
New version just released http://aminet.net/package/dev/misc/REDPILLGameCreator

This one contains performance optimizations, improved audio and some extra actions.

v0.9.4
-General optimizations that should make the games around 10% faster compared
to previous version.
-Set Anim Time action trigger allows to change the playback speed of an
Animation.
-Mul Var action triggers lets you multiplicate a Variable by a number.
-Changes in the Tileset sizes and loading, now it should use less space in
disk and in memory.
-Trigger screen code has been refactored, also making RP Editor file a bit
smaller.
-Scroll update routines are move pipelined, meaning processing is more
distributed in different frames.
-Some more scroll optimization going on, starting with the the scrolling to
the right.
-Changes to Audio handling.
-Samples with loop should work again, they have been failing since the switch
to PHX audio.
-Added Stop LoopSFX action trigger to stop a looping sample.
-Fix in HUD background color displayed in the editor not being the correct
one.

You can check the new trigger that allows to change animation speed in this video (all gfx assets are done by Yoz Montana)

[ Show youtube player ]
Zener is offline  
Old 16 December 2021, 18:38   #22
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
I am working on this at the moment
[ Show youtube player ]
It will be ready for the next release

Last edited by Zener; 16 December 2021 at 18:49.
Zener is offline  
Old 23 December 2021, 09:25   #23
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
New version released with quite a lot of changes:

Optimizations continue, both in terms of memory and in performance. This version could be up to 10% faster than the previous one, depending on the game.

Even more flexibility has been added to the sprite layer, now the position can be set without using a game object for that.

The audio player routine has been changed again, now it's using the PHX implementation by E-Penguin that works on Amigas with the VBR relocated.

The level editor now has an option to reposition all the tiles in the map, before you needed to redo the whole map.

[ Show youtube player ]

Downloat it here: http://aminet.net/package/dev/misc/REDPILLGameCreator

v0.9.5
-Dialog engine has been reimplemented and now it does not need extra Chip
memory.
-Chip memory used by the HUD has been optimized.
-When Building the project, it now tries to optimize some parameters. Single
player games will be faster.
-In Game Setup screen, now you can edit a multiplier for the score in the
score table.
-In Level editor, now you can press C to clear tiles with a flood fill. (F
will do a flood fill with the selected tile)
-The Tiles palette is now stored in the low colors of the global palette.
-The RP player only will reserve memory for the used objects saving some
memory.
-Scroll system uses less bitplanes when tileset uses less colors than the game
making it faster.
-Tileset Chip memory usage has been optimized.
-When there is not enough chip memory to load music, the game can continue
without music.
-Removed some unused functions in the player.
-Level editor now has an option to reposition all the tiles in the map.
-Added action trigger Set Sprite Pos to change the position of the Sprite
Layer.
-Added action trigger Set Sprite Y to change the vertical speed of the Sprite
layer.
-In Screens shorter than 320 width, Sprite layer now begins at coordinate 0 of
the visible screen.
-When slicing sprites using the Auto mode, the editor will ask if frame
offsets need to be recalculated.
-PHX audio routine now uses the one by Iggy Drougge, which means it supports
VBR relocation.
-Small code optizations.
-Fix that removes some ghost objects appearing in the Level Editor.
-Fix for action trigger HUD On/Off.
-Fix for HUD background not being loaded under some circumstances.
Zener is offline  
Old 23 December 2021, 23:37   #24
Pyromania
Moderator
 
Pyromania's Avatar
 
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,375
Does RedPill have an optimized version for Vampire V4 that supports the enhanced graphics and sound?
Pyromania is offline  
Old 24 December 2021, 00:10   #25
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Quote:
Originally Posted by Pyromania View Post
Does RedPill have an optimized version for Vampire V4 that supports the enhanced graphics and sound?
Not really, it had some specific code to avoid some V4/AROS incompatibilities but I would say these have been fixed by the Apollo Team and are not needed anymore.
Zener is offline  
Old 24 December 2021, 01:05   #26
Pyromania
Moderator
 
Pyromania's Avatar
 
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,375
So no support for better graphics and sound then? That's a bummer, is it planned for a future release of the program? After all millions of Vampire V4's have been sold and are already in the wild.
Pyromania is offline  
Old 24 December 2021, 20:30   #27
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Quote:
Originally Posted by Pyromania View Post
So no support for better graphics and sound then? That's a bummer, is it planned for a future release of the program? After all millions of Vampire V4's have been sold and are already in the wild.
More than V4, RTG support could be the way to go in the future. You are the first one that asked for V4 specific support.
Zener is offline  
Old 06 February 2022, 10:51   #28
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
I released a new version with lots of optimizations, performance has been increased 5-10% again, and the memory requirements for the games are much lower now. A 1MB RAM game is now possible, of course bigger games will require more memory.

Grab it here: http://aminet.net/package/dev/misc/REDPILLGameCreator
Zener is offline  
Old 06 February 2022, 18:51   #29
skan
Dream Merchant
 
skan's Avatar
 
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
This nice little editor is getting seriously cool!
Why it doesn't get more recognition is beyond me... But I see Scorpion has a much more "modern" approach and stuff.

I would have killed for something like this around 1999 or so honestly... Developing Amiga games on Amiga with a visual editor? A dream come true indeed!

Last edited by skan; 09 February 2022 at 08:48.
skan is offline  
Old 02 March 2022, 08:38   #30
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Right, this tool is aimed to people with no programming knowledge or that know programming but have little time free to make games.

I am super happy that some people that doesn't know to program have managed to make a game for they beloved Amiga, it has been already worth it.

Quote:
Originally Posted by skan View Post
This nice little editor is getting seriously cool!
Why it doesn't get more recognition is beyond me... But I see Scorpion has a much more "modern" approach and stuff.

I would have killed for something like this around 1999 or so honestly... Developing Amiga games on Amiga with a visual editor? A dream come true indeed!
Zener is offline  
Old 02 March 2022, 18:39   #31
skan
Dream Merchant
 
skan's Avatar
 
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
And that's exactly why I'm seriously considering using RP for some prototypes I have in mind!

Quote:
Originally Posted by Zener View Post
Right, this tool is aimed to people with no programming knowledge or that know programming but have little time free to make games.

I am super happy that some people that doesn't know to program have managed to make a game for they beloved Amiga, it has been already worth it.
skan is offline  
Old 10 March 2022, 10:31   #32
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
New version released, now when building your game your assets can be compressed, this is useful when you want your game to fit in a floppy.

It is now also possible to load and convert PNG images to make it easier to import assets.

v0.9.7
-Load tileset, HUD, level background and load spritesheet accepts PNG files as
input, they will be converted to IFF.
-Thanks to TCH for giving me permission to include his PNG2ILBM tool.
-When building the project, the assets can now be compressed automatically
using Imploder.
-Added Trigger Is NTSC to detect if the display is PAL or NTSC.
-HUD is not being updated every frame anymore but every 16 frames.
-Object rendering processing has been modified.
-Fix for non looped Sprites being displayed at incorrect position.
-Fixes in level editor tabs.
-Fixes in render timers.
-Fixes in trigger system.
-Fixes in Overwrite color/gradient triggers.
Zener is offline  
Old 11 March 2022, 08:12   #33
skan
Dream Merchant
 
skan's Avatar
 
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
Keeps getting better and better, kudos!
skan is offline  
Old 10 April 2022, 19:50   #34
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Testing in the A500 Mini

[ Show youtube player ]
Zener is offline  
Old 12 April 2022, 13:59   #35
Lemming880
Registered User
 
Join Date: Nov 2014
Location: Netherlands
Posts: 260
Quote:
Originally Posted by Zener View Post
Testing in the A500 Mini
Runs at the right speed.
Lemming880 is offline  
Old 13 April 2022, 11:06   #36
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Quote:
Originally Posted by Lemming880 View Post
Runs at the right speed.
Good to know! I will try some more RP games on the Mini soon.
Latest version can generate the whdload file from the editor, it should be easier now
Zener is offline  
Old 16 April 2022, 20:15   #37
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Quote:
Originally Posted by Zener View Post
Good to know! I will try some more RP games on the Mini soon.
Latest version can generate the whdload file from the editor, it should be easier now
Another test in the A500 Mini with an enhanced version of the Astro Demo

[ Show youtube player ]
Zener is offline  
Old 10 June 2022, 17:11   #38
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
Yet another version released with some new nice features like the AGA fetch modes
[ Show youtube player ]

-EXPERIMENTAL: Fetch mode can be set in the Screen menu for AGA games: Normal,
Double and Quadruple fetch modes are supported.
-Increased Fetch modes can improve game speed, specially in machines without
fastram.
-With higher fetch modes, funny effects could happen when using sprites or
changing the screen width of the screen.
-Resize of the map dimensions now can automatic replace the tiles to the new
dimensions.
-Multiple WHDload slaves added:
-Workbench31_1.Slave 1 MB Chip 1 MB Fast
-Workbench31_4.Slave 2 MB Chip 4 MB Fast
-Workbench31_32.Slave 2 MB Chip 32 MB Fast
-Object drawing has been reimplemented for safer (but also slower) rendering.
-Embedded Help for trigger conditions is now more complete.
-If the Sprite layer was attached to an Object Set Sprite Pos detaches it.
-Set Sprite Pos will ignore parameters with coordinates less than -1000. This
way you can set up just x or y coodinate.
-Action Set NTSC moved to General category.
-In Level Objects screen you can select snap to tile to move objects only in
tile exact coordinates.
-In Level screen you can import and export maps in CVS format.
-General optimization.
-When an object is attached to mouse movement now it takes into account the
scrolling area.
-Fix in camara not reaching end of the level with reduced screen widths.
-Fix in brush width and height when using the tile shortcuts.


Aminet link: http://aminet.net/package/dev/misc/REDPILLGameCreator
Zener is offline  
Old 11 June 2022, 23:02   #39
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,539
Send a message via ICQ to Predseda
Checking the Aminet Redpill features and this attracted my attention:

-Integrated and seamless TCP/IP Network play between 2 players, play over the
internet.

I am going to work out some simple game, that would use this.
Predseda is offline  
Old 13 June 2022, 15:32   #40
Zener
Registered User
 
Zener's Avatar
 
Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 432
That's very interesting! You can check the Pong example for somer reference, it's quite easy once you have a 2 player game.

Let me now if you run into any issue

Quote:
Originally Posted by Predseda View Post
Checking the Aminet Redpill features and this attracted my attention:

-Integrated and seamless TCP/IP Network play between 2 players, play over the
internet.

I am going to work out some simple game, that would use this.
Zener is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
RedPill - Amiga Game Creator Program DerekAutista123 support.Apps 799 24 March 2024 22:59
RedPill - Support / Help / Tutorials aszu support.Apps 34 07 December 2021 20:54
Redpill Puzzle Lemming880 project.Amiga Game Factory 4 11 March 2020 22:58
easiest and best game creator ? turrican3 request.Apps 12 26 November 2019 11:46
Amiga Game Creator with Sonic?? DerekAutista123 Amiga scene 1 06 March 2016 23:32

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 19:35.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.14764 seconds with 14 queries