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Forum Amiga Software RedPill 68k

Ce sujet a 41 réponses, 8 participants et a été mis à jour par Aladin Aladin, il y a 2 mois.

12 sujets de 31 à 42 (sur un total de 42)

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  • #44044
    Staff
    Aladin
    Aladin
    • Level 21
    • Messages : 6930

    Version 0.6.7 (24/10/2018)

    Changelog:
    -Fixed issue in ECS machines that could end in a crash.
    -Fixed issue with games with multiple songs.
    -Fixed issue when overwriting projects that ended making the file bigger than it should.
    -Added delays after reading files to avoid the floppy drive being on when it should not.
    -After starting to play a mod file the Amiga filter is turned off.
    -Fixed issue with sprite backgrounds moving at loop speed and showing an artifact.

    Téléchargement: HDD



    #44066
    Idris
    Idris
    • Level 1
    • Messages : 10

    merci pour ces news, espérons qu’il aille jusqu’au bout de son taf, c’est à dire une version 1.0 ! petit à petit mais surement.

    #44106
    Staff
    Jim
    Jim
    • Level 17
    • Messages : 3957

    Des fixs des fixs et des fixs … Ca prend le chemin d’une version finale effectivement.  :-)

    A500 Plus - 2Mo de Chip - 128Mo Fast - 8Gb CF - 68080@78Mhz (Vampire V2+ inside)
    A1200 - 256Mo Fast - 80Gb HD - 68060@96Mhz - Delfina DSP - Wifi PCMCIA

    #45555
    Staff
    Aladin
    Aladin
    • Level 21
    • Messages : 6930

    Version 0.6.8 (18/11/2018)

    Changelog:
    -About and Settings sections have been merged in Settings.
    -New Project now asks for confirmation.
    -Only used gameobjects are saved, decreasing the size of the .pill file significantly.
    -New cursor design
    -Added a Clear Map button to clear the current map.
    -In Level menu, you can specify the exits of the map in the 4 directions. The exits point to other level numbers, use -1 to assign no exit.
    -Added action trigger Keep on Map to avoid an object getting out of map dimensions.
    -Added action trigger Check Exits to check current object against map dimensions and it will trigger the change of level.
    -Added 4 action triggers Set Exit <X> to modify the level exits.
    -Added Impact action trigger to transmit motion impact from one object to the impacted one.
    -Flash Object trigger no longer makes the object blink, it stays in the same color for the length of the flash.
    -Change between levels has been modified to avoid a frame with incorrect render at the start of the change.
    -Added checks to avoid a crash when the system cannot find the tileset file in the project.

    Téléchargement: HDD

    #48714
    Staff
    Aladin
    Aladin
    • Level 21
    • Messages : 6930

    Version 0.6.9

    Changelog:
    -Joystick button reading has been changed as it was behaving oddly in WinUAE. On real Amiga it was fine.
    -Action trigger Recoil has been added.
    -In Level editing, multitile grabbing support has been fixed to work fine in all places of the tileset.
    -Spritesheet autoslice was causing a crash in some cases, this has been fixed.
    -Spritesheet autoslice now shows progress visually.
    -There was a bug on scroll init that in some causes was showing wrong tiles in the initial screens.
    -Added confirmation request when exiting the program.

    Téléchargement: HDD

    #48721
    Staff
    Jim
    Jim
    • Level 17
    • Messages : 3957

    Le moins que l’on puisse dire c’est que le développement est actif et le projet suivi  :good:

    A500 Plus - 2Mo de Chip - 128Mo Fast - 8Gb CF - 68080@78Mhz (Vampire V2+ inside)
    A1200 - 256Mo Fast - 80Gb HD - 68060@96Mhz - Delfina DSP - Wifi PCMCIA

    #49268
    k1200rs21
    k1200rs21
    • Level 6
    • Messages : 376

    Version 0.6.10 (12 Janvier 2019)

    Changelog:
    -Scroll routines are more optimal than in previous version/s.
    -Condition Timer not Active has been added.
    -Now the Save&Load Checkpoint triggers take into account the level, and will reload it in case it is necessary.
    -Fix in Mutate To trigger, for some cases it was not keeping the old position coordinates.
    -In Animation screen, now you can choose the reference cross to be in the center or in the bottom.
    -In Animation screen, the frame was not refreshing after changing start frame, this has been fixed.
    -Action triggers added to Set Custom Var 0 and Custom Var 1 of objects using the value of one global var.
    -Action triggers added to Increment Custom Var 0 and Custom Var 1 of objects using the value of one global var.
    -Now the global REDPILL settings are saved and loaded.
    -Change Tile trigger was been reimplemented to be faster.
    -In Game Setup screen you can choose if the timers will use real clock or a fixed time (classic Amiga way).
    -In HUD when using a bar, the filled bar cannot overflow the maximum anymore
    -When an object is grounded will trigger a bottom collision.
    -Some minor optimization in objects update.
    -Fixed screen shake trigger that was not working in certain situations

    TéléchargementHDD

    un Amiga 2000 avec
    une blizzard 2060 128mo picasso IV (paloma tv ,pabloIV,consierto son 16 bits) et un contrôler fast SCSI 2 DMA 10 Mo / s de vitesse de transfert en synchrone
    un amiga cd32
    et un pi 3 avec happiga

    #49270

    Ancien Membre
    • Level 5
    • Messages : 203

    Nouvelle vidéo sur la programmation sans activer le moteur physique

    Sur EAB, vous pouvez consulter les différentes avancées sur RedPill : http://eab.abime.net/showthread.php?t=81910&page=21

    #50174

    Ancien Membre
    • Level 5
    • Messages : 203

    Version 0.6.11

    Changelog:
    -Added action trigger Set Z from Y to update Z value of objects based on Y. The lower in screen is the object the bigger the Z will be (more in front of everything).
    -Added action trigger Sort in Z to update rendering of objects based on Z. It is very unoptimized for now, better not to use it every frame.
    -FIX: Fixed a bug in Y scrolling with big maps, introduced in last version.
    -FIX: In editor static objects at (0,0) where not active until level editor was used.
    -FIX: Reseting the project before a load to avoid unwanted project overlapping.
    -FIX: Reseting some editor variables when switching or creating a new project.

    Téléchargement: HDD

     

    #50273
    Staff
    Jim
    Jim
    • Level 17
    • Messages : 3957

    :good:

    A500 Plus - 2Mo de Chip - 128Mo Fast - 8Gb CF - 68080@78Mhz (Vampire V2+ inside)
    A1200 - 256Mo Fast - 80Gb HD - 68060@96Mhz - Delfina DSP - Wifi PCMCIA



    #56197
    k1200rs21
    k1200rs21
    • Level 6
    • Messages : 376

    Version 0.6.12 (15 Mars 2019)

    Changelog:
    -Added new action trigger Play SFX L+R to play a sound on all channels.
    -Added some wait time after loading sounds to avoid floppy drive stay turned on.
    -Fix for texts being lost after playing the game in the editor.
    -Fix for color value in HUD components being assigned to label color.

     

    Version 0.6.13 (31 Mars 2019)

    Changelog:
    -General trigger processing has been optimized.
    -Collision system now uses internal blitz basic collision function.
    -Optimized trigger Collides type, it should be much faster.
    -Optimized trigger Sort by Z.
    -Extra checks added to level editor flood fill.
    -For grounded objets to trigger bottom collision every tick now they must have height.

     

    version 0.6.14 (13 Mai 2019)

    Changelog:
    -Use the Editor tooltip to choose your IFF paint program, then in tiles and spritesheet screen you can quickly edit your images.
    -Added action trigger New Question <question id> <text> to start a new question.
    -Added action trigger Add Answer <value> <text> to add a new answer to the started question.
    -Added action trigger Ask Question <var>, that will set up a variable with the value from answer.
    -Now it is easier to set up the text to use in Show Text/Dialog.
    -Text and Dialogs now stop the other triggers from being processed.
    -In Level Objects screen you can use 1 and 2 to quickly move between levels.
    -Added extra check to HUD code.
    -Added extra checks to LoadSound.
    -On load level added extra frame to avoid corrupted graphics.
    -Fixed Color 0 being overwritten with certain settings.
    -Disabled Blitz2 bitmap out bounds check.

    Téléchargement: HDD (dropbox)

    Source: Facebook / EAB

    un Amiga 2000 avec
    une blizzard 2060 128mo picasso IV (paloma tv ,pabloIV,consierto son 16 bits) et un contrôler fast SCSI 2 DMA 10 Mo / s de vitesse de transfert en synchrone
    un amiga cd32
    et un pi 3 avec happiga

    #56221
    Staff
    Aladin
    Aladin
    • Level 21
    • Messages : 6930

    Jeux réalisés sous Redpill:

    Tronic Kids (2018 Amiga Factory)

    Fiche / News

    Lumberjack Platform (2019 Lemming880)

    Fiche / News

     

    Jeux en préparation:

    Mini belle (darkfalzx)

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12 sujets de 31 à 42 (sur un total de 42)

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