Short: Game Creator with AGA support
Uploader: trackerhero gmail com
-=REDPILL=- Amiga Game Creator
What it is
-A tool to empower people to create many games for Amiga without programming
-Easy to use and at the same time allow to do complex things.
-More a toy to play with than a professional tool, not having thousands of
features but instead have few features that work very well.
-Allows people to create 2D games with the true Amiga feeling!
-It is free.
-It is still in development.
What it isn't
-A tool aimed to create professional games, you will need to learn programming
for that purpose.
-No need to be a programmer, but if you are one, then Asm, C, Blitz, Amos,
etc. are more powerful than RedPill. Use RedPill if you are not good at
programming, you want to develop fast or you want to have some fun :)
-It should not be suitable to create any type of game, but users are
surprising me every day.
-It is not going to grow until it becomes Unreal, Unity, GameMaker or Skynet,
it is still a hobbie project. 2021 update: it already has grow quite a lot.
-The priority is allowing Amiga users to create games, power and performance
come second. I will start serious optimitzations from 0.9 onwards.
-Amiga integrated development environment, NO need for PC/Windows.
-Support for ECS and AGA.
-Copper management for gradients and extra colors.
-Integrated sound generator.
-Sound effects playing at the same time as music without reserving an audio
-Keyboard, Joystick and Mouse support
-CD32 support: Gamepad, CD music and load/save scores into nvram.
-2 players support.
-Integrated and seamless TCP/IP Network play between 2 players, play over the
-Supports text using OS 8x8 fonts and any size custom fonts.
-Supports input buffer and coyote time.
-Integrated compression support.
-It can generate a package to be used in WHDLoad
-Supports location based sound that makes sound effects sound softer the
farther away they are from the listener.
-And many more not listed here :)
Requirements for the Games
-0.5MB of Chip RAM
-1.5MB of total RAM (Chip+Fast)
-For big projects, more resources may be needed.
-Amiga native screen (PAL or NTSC)
Requirements for the Editor
-1MB of Chip RAM
-3MB of total RAM (Chip+Fast)
-HardDrive or big storage
-For big projects, more resources may be needed.
-Amiga native screen (PAL or NTSC)
Running Editor from CLI
-Editor uses stack memory, if you have problems slicing big sprites please run
the command Stack 64000 before starting RedpillEditor.
Editor Icon tooltypes
-Check the tooltypes to be able to run your favourite paint and text programs.
-In case you are using a Vampire V4SA you will need Release 3 or higher.
-AmigaOS and ApolloOS are supported.
Press Help while adding triggers to objects for additional Help.
More documentation can be found at:
Thanks to Farb Finsternis for his documentation in English and German.
Uses these 3rd party programs&resources
-DataToIff V1.1 - Sound File Conventer - Written by Janne Saarme 1990-1992.
-Shrinkler by Blueberry.
-Uses Phx Protracker player routine by Frank Wille and adapted to Blitz by
-Uses Phx Protracker lib by Frank While and adapted to Blitz by Iggy Drougge.
-Shotemup project uses graphics from Ansimuz in the OpenGameArt.Org (Warped
Space Shooter). Music by Fireboy.
-PNG2ILBM PNG to ILBM converter by TCH.
-Ex_fx projects uses graphics from Ansimuz and Jetrel.
-Includes the bitmap font from the demo Ray Of Hope 2 by Majic 12, I think
Rack is the author.
-RedPill is not super stable yet, use it with caution.
-We need your help to complete RedPill development, please send us bugs and
-Default way to Exit a game pressing the ESC key
-In RedPill player editor use F1 to turn on/off the rendering of the collision
-RedPill uses standard Amiga IFF/ILBM files.
-WARNING! I will try to avoid that, but future versions of RedPill may change
the project structure making the projects you develop not loadable.
Upgrading from older Redpill versions
When upgrading program, it is very recommended to make a backup of your
projects, then open them with the new RedPill editor and save them.
Redpil Editor is programmed to upgrade your projects automatically, but if
many versions have passed without upgrading a massive upgrade could cause some
After a succesful upgrade save the project to avoid chances of having troubles
in future releases.
In the Triggers page, after selecting a trigger press help or the (?) button
to get extra information about the Trigger.
Preparing a game for distribution
-Open your game and then click on Build.
-A folder named build will be created inside your project folder.
-Build folder is your game folder to distribute.
-The distributable final <game>.redpill file cannot be reopen in the editor.
-There is support to start the game from a disk boot.
-There is support to create a WHDLoad file with the game.
Making a multiplayer Online game
-Your Amiga compatible device needs to be online using a TCP stack. (for UAE
users - just check "bsdsocket.library" in Expansions)
-First you can do your game as a local two player game.
-Now use the trigger Net Connect to start the online game.
-Use condition trigger Is Net Remote True to start the game if connection was
-Additionally use condition trigger Is Net Remote False to check if the
connection has been terminated.
-You can use Pong project as a reference.
Playing games on The A500 Mini
You can use the Build option in the editor to generate a WHDload package that
can be used in The A500 Mini.
But it's not that easy as copying the file, you need to edit your file
THEA500whdbootgame-datawhdload_db.xml and add the game at the end of file.
You will need to change the filename, name and sha1. To calcula the sha1 of
your file you can use a tool like HashMyFiles in Windows or SHA-1SUM.lha in
I guess in the future there will be an easier way to do it.
Example: You will need to change filename, name and sha1
<game filename="LumberjackPlatform" sha1="c82d1746be3b1c37
Examples in the project folder
-AbsoluteZero - AGA Puzzle platformer with location based sound
-Astro - AGA platformer demo with parallax scrolling
-BadNinjas - Beat-em-up by Ricky Place
-basic_platformer - Jump-n-run game demo
-basic_shooter - Operation wolf type game with basic graphics
-BitmapFont - Basic project using the use bitmap fonts
-BlockBreaker - Arkanoid like game, making of available in YouTube
-disco - Example showing usage of the FX layer and triggers. Dancing girl by
Ansimuz and music by Fireboy
-ex_bouncing - Collision test
-ex_fx - Shows FX layer and multiparallax. Uses graphics from Ansimuz and
Jetrel. Music by Fireboy
-ex_hiscores - Flappy bird like game with hiscore table
-ex_mapenemies - Example of game with enemies placed in the map
-ex_multipalette - Basic example of a game with several tilesets
-galaga - Basic vertical shot-em-up game
-gravity - Gravity based game showing the move in any angle mechanics
-juande3050-racing - Racing game made by Juande
-LumberjackPlatform - Game made by Lemming880
-mirror - Jump and Logic game by Zener
-MomoSpace - Vertical shot-em-up game by Tecniman
--Noah- - Game made by Sensei-Sama for his newborn child
-pillman - Pacman clone
-pong - Pong close with support for two players in same Amiga or via TCP/IP
-RedpillPuzzle - Logic game by Lemming880
-shotemup - Horizontal shot-em-up example, making of available in Youtube
-Added support for 64 global variables, it was 32.
-In the exported game only the used variables will be allocated, potentially
saving some memory.
-Fix in the tile animations that was causing the exported games using them to
run very slowly.
-Simplified handling of reading exporting projects.
-Fixes and implementations related to custom fonts usage in HUD and in
-Exact values for friction and weight can now be set up and displayed.
-Trigger help routines have been improved.
-More triggers have been documented in the in-editor help.
-Optimizations in the main loop of the game.
-Optimizations in the tile comparison triggers.
-Optimizations in the player input triggers.
-Optimizations in the render code.
-Some memory was wasted when changing the current mod being played, this has
-Some unused code has been removed.
-Fixed a bug in Absolute Zero project when going back to menu and starting a
-Hotfixing for 0.9.22, it had a problem when loading levels and screen width
-Bitmap font support has been added, just use a spritesheet for your custom
font. The source image must not have any blank character. Grid slice it and
select the sheet to use in the Game Setup screen.
-A demo project BitmapFont has been added to the projects folder, also a
bitmapfonts folder in the main folder.
-Added a condition trigger Display Ready that is true when the display is
-Added Absolute Zero game in the projects folder, presented at Posadas Party
-Fixes in sprite slice routine.
-Fix that prevented 68000 + ROM1.3 games from running.
-Animated tiles speed now can be setup for each tileset instead that one for
the whole project.
-Hud refresh now has an extra parameter allowing to change the height of the
-If game is not running in an AGA machine default fetchmode is now forced.
-Fix in editor not changing HUD bg color.
-Integer value handling changed in editor, no difference for users.
-Optimization for the object update routines, expect a 5-10% improvement.
-Some unused code has been deleted.
-Assets can be localized too, if an image with a sufix matching the selected
language .ES .FR .DE .IT .PR is detected this image will be used instead of
the default one.
-Added music channels in Audio screen to decide how many Amiga channels (0-4)
are reserved for MOD playing.
-Added Destroy Children trigger that destroys objects attached to this one.
-Added Print Var and Print Text triggers to print text in the object position.
-Texts in dialogs takes into account line breaks, words will not be cut.
-When input us inactive and a dialog is shown, input becomes active again to
allow the dialog to be closed.
-Fixes in level properties screen when sprite layer is inactive.
-Fix in active objects as it could be possible some were unstable after
-Fix in Stamp action trigger.
-Fix in side X in instantiated objects.
-Fixes in palettes while editting.
-Fix for page change in select text.
-Added Load and Save Vars triggers that allow to save and restore game values
-Added 3D sound allowing farther sounds from the listening object to sound
lower. Setup is done in Screen menu.
-Added the possibility of mapping second joypad button to the up input value.
-Added condition trigger Collides Object Count.
-Added R button in level properties screen to reset values to the default ones
in the screen menu.
-Added page shorcuts when selecting an animation in the triggers.
-Import Bin map now asks about the source line width and adapts it to the
-You can define Spriteshees as For FX, this way they will use much less chip
-Improvements on the current object highlight in the shortcut section.
-Improvements on the level object highlighting in the shortcuts section.
-Allowing smaller values for line width if the screen has a width of 256.
-Memory optimizations, more or less 1Kb has been gained.
-Target Pos X and Target Pos Y now use the integer values.
-Optimization of the build size and memory.
-Fix for FX rendering when erasing from the FX layer.
-Fixes in object rendering queues.
-Fix in dialogs when using higher fetchmodes.
-Fix in global variable visualzation.
-Fix in sprite background when changing the number of colors of the image.
-Fix in game setup render screen glitches.
-Fix in editor when levels are not using Hud.
-Fix in Hud texts for decreasing numbers.
-Fix in trigger On Level Loaded.
-Fix in angle for Instantiated objects.
-Fix in Side X object initialization.
-Fix in Condition collides object to avoid taking into account the object
-Added trigger Tile on Border that checks the tiles in the border of the
-020 build of the editor has been restored by popular demand.
-A small button allows condition and action order to be changed inside a
-Tile on Screen now has a second parameter to define an area outside the
screen to check.
-Advanced parameters for objects are now in Objects advanced, FX and other
settings are done there.
-FX and FX Comp object types have been removed.
-Shot-em up project has been updated.
-Sprite background speed in editor now is the same as in runtime.
-Render queues have been optimized.
-Preventing a possible crash when too many tiles are changed in the same
-Added sanity check when saving levels, some ghost objects will be removed.
-Fix in Stamp trigger.
-Fix in Change Tile trigger.
-Fix and optimizations in Repeat Every trigger.
-Fix for some sprite layers not showing the right palette.
-Fix in Inv Speed X trigger failing in final game in some cases.
-Small memory optimization.
-Small optimizations in some loops.
-Small reduction on the size of the data files.
-Some other small optimizations.
-AmigaGuide doc updated.
-Added multilanguage support, if more than one language is used, a screen to
select it will show.
-Load project now shows the quickload screen, same as when you start the
-Insert trigger has been added, you can add a trigger when the trigger is not
the last used one.
-More documentation has been added in the .guide file.
-When camera movement is huge, the display is turned off until the camera is
-Create display routine has been reviewed.
-Added action trigger Set Target FPS to allow changing the maximum frame rate
-In animation screen now the preview play takes into account the target FPS
for the game.
-Autoslice has been fixed and optimized yet again.
-When loading sprites, to check the aplette if no tileset is used the
background image is used instead.
-Less stuff done after playing the game in the editor, this hopefully will fix
the frame 0 of the game to be deleted.
-Object Z can be changed for attached objects.
-Deactive action trigger has been removed as Destroy does exactly the same.
-Fix in attached object offset in game object screen not being the same as
when playing the game.
-Fix in Copy&Pasting objects not copying the triggers.
-Memory usage has been optimized
-Added action trigger FX Value to activate/deactive the FX layer and choose
the effect to use.
-Added action trigger FX Mask to set the color mask the FX layer will use.
-Added a trigger "Z from Father" to allow instantiated objects get this value
from their instantiator.
-Added condition trigger Collision Count to count the colliding objects.
-Added condition trigger To All colls to execute a trigger to all colliding
-Disco project has been added to show the usage of the new FX triggers.
-Game objects rendering routine has been optimized.
-When editing an Instantiate trigger it now shows the collision box besides
-Change in Ser Var RND trigger when using a True/False value.
-Game startup has been changed as the compressor makes CLI parameters useless.
-General optimization in the game player to make its size smaller and use less
-Vertical object clipping has been improved.
-Replicating some code to get some extra speed.
-Improved documentation, still WIP.
-Shlinker compressor updated to 4.7.
-App icon updated.
-More information is given when building the project.
-Fix for saving project not showing the requester window.
-Fix in autoslice routine.
-Fixes in the animation screen.
-Loading effect can be selected in the Game Setup screen, only two available
-Game object system optimization.
-General trigger optimization.
-Object trigger instantiation has been optimized.
-Added Collision Count condition trigger.
-Inv Speed X/Y now updates the angle of the object.
-On screen object detection improvements.
-More triggers have been documented in the in-editor help.
-Editor 68020 specific executable has been removed.
-Changed memory management routines for songs.
-Shrinkler compressor updated to version 4.7.
-Fixes when music is played using level properties.
-Fixes in the HUD system.
-Fix Count Type on variable.
-Fix when dragging objects in the level object screen.
-Fixes in the FX system, now it works properly in ECS.
-Fixes in audio screen.
-Collides Type trigger now does not get triggered with the objects using it.
-Resume Anim trigger removed.
-Bug fixes and improved stability.
-Sprite background can now have up to 8 different levels of parallax.
-New FX layer for games with less than 256 (32 in ECS) colors.
-Example project ex_fx showing the new features. Graphics from Ansimuz and
Jetrel. Music by Fireboy.
-Tile selected in tiles shortcuts is not highlighted anymore.
-Project load shortcuts now leave in first position the latest loaded project.
-Action trigger to Instantiate 4 objects in the 4 directions.
-Instantiate trigger that allows to instantiate in an exact position. Old
Intantiate trigger has been renamed to Instantiate RND.
-Change solidity triggers added to change all types or just one tile.
-Fixes in import Levels from CSV files.
-Copper background now adjustes to game screen height.
-On Screen trigger is now more accurate.
-Now compiled under AmiBlitz 3.9.8
-Change int he startup of the editor to make it more compatible with Vampires.
-When changing a trigger parameters are checked to avoid possible crashes.
-Change in On Grounded implementation.
-Scroll routine is now called every tick to avoid glitches.
-Fetchmode in the editor is now always the default one.
-Custom font system is more robust now.
-Fixes in palettes when loading spritesheets.
-Fix for HUD objects that were renderer outside HUD frame.
-Fix for dialogs not showing at the start of a game.
-Fix in sound generator display not always centered.
-Fix for default level music set to 0, now default is not music.
-Fix in import map CSV files.
-Small fixes in the profiler screen.
-Fixed crash when an Object type is set to a Tile.
-If sprite layer depth changes this is now detected and fixed.
-Fixes and optimizations in HUD.
-Added condition Contains Tile that checks all tiles colliding with a big
-In AGA black borders hidin copper are back.
-Compatibility with Kickstart 1.3 is back.
-Added Collisions in the profiler screen.
-Levels can be exported in TMJ format in order to be used in Tiled.
-When using level properties music, the music will not restart if it is the
same as before.
-Level properties screen layout has changes in preparation of some new cool
-WHDLoad slave names changed to make them easier to understand.
-Fix in Level Properties screen.
-Fixes when building projects.
-Fixes for some gfx gliches.
-Some small optimizations.
-When editing the level the collision map can be displayed on top of the map
with the Show Tile Cols checkbox.
-Games not using hud will consume less Chip memory.
-When editing text, non ASCII characters will be converted to the closest
-Reduced screen width is used correctly in triggers and camera.
-Added Condition trigger On Landed that detects when an objects hits the
-Audio files path tries to correct itself if the file is not found.
-Added trigger Play Sound Random to play from a range of sounds.
-Added action trigger Stop CD32 that stops the CD audio.
-Loading a level now stops the CD audio if playing.
-Adjusted lower limit for map width values.
-Optimization in memory copy operations.
-Fix in collisions when moving very fast to the left.
-Fix for copper palette from a file not being exported to the Build.
-Bad Ninjas game is now included in the projects folder by courtesy of Ricky
-Hud refresh speed can be set in the HUD screen.
-Added action trigger Reset Vars that allows to reset a range of variables to
its initial value.
-In HUD screen the background image can now be edited or deleted.
-When editing a trigger if it instantiates something it will show the
instantiated object in position in the preview screen.
-Switched to Amiblitz 3.9.4 compiler.
-Less strict asset processing when Building a game.
-Improved compatibility with old game projects.
-Improved calculation when setting Line Width now allows bigger maps.
-Fix for objects of type Shot not being automatically destroyed.
-Fix for compressed 16 sprite backgrounds not showing properly.
-Fix in vertical scroll leaving one empty line under certain conditions.
-Fix for some glitch in object rendering for multiscreen games.
-Fix for camera centering when using smaller displays.
-Fix for spritesheet screen always asking about palette reload even if it was
-Added new action trigger Set Cam Limits to change the bounds of camera
-Refactor of some features allows to gain 14ks of memory in most games.
-Camera center now works correctly for reduced display sizes.
-EXPERIMENTAL: Support for games with only 2 and 4 colors.
-Fix for freeze after making a Build.
-Fix for the spritesheet number 9 not being exported correctly.
-For some reason it seems display was moved one pixes to the left, this has
-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
-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
-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.
-When an object is attached to mouse movement now it takes into account the
-Fix in camara not reaching end of the level with reduced screen widths.
-Fix in brush width and height when using the tile shortcuts.
-Loading animation is now displayed during game loadings.
-F5-F10 Keys can be used as a shortcut for Play, Spritesheets, Animations,
Objects, Tiles and Levels screens.
-Animation screen now shows animation frame shortcuts.
-Sounds are now also packed using Imploder.
-Editor now checks the project version before loading it, prompting for
-In Game setup screen the game name and author can be setup, they will be
displayed when loading the WHDLoad.
-When building the project all images are processed for safety and maybe even
-New condition trigger to check if the game is running in an AGA machine.
-New trigger Instantiate Attached allows to Instantiate an object already
attached to the creator.
-New triggers Custom to Var to set up global variables with Object custom
-Additional checks for tileset loading.
-In Animation screen the name of the mirrored animation is now displayed.
-Improved UI in level editor screen.
-Improved UI in triggers screen.
-Projects updated, some improvements in Astro and Gravity games.
-Fixed memory corruption problems in certain situations.
-Fix in tileset shortcuts.
-Fix in Mutate trigger.
-Fix in Input screen.
-Fixes in palette handling.
-WHDLoad support when exporting the game, creating a lha package (LHA and
WHDLoad required in C:)
-Check instructions above to run games on The A500 Mini
-All image and audio assets can now be compressed when exporting the game
-New action trigger Orbitate Parent to have and object orbitate another one
-Spritesheets and tilesets can be deleted if no longer used
-Improved IFF ILBM compatibility for compressed graphics
-A bit of rollback to some chip memory optimizations to make the games more
-In level edit screen scrolls will scroll twice as fast for faster navigation
-All exe's are now compiled using latest Amiblitz3.9
-HUD texts are using color 1 by default to avoid using the same default
-In tileset screen when the tile image file is not valid it will be shown in
-Fix in Autoslice
-Fix for projects not using any tileSet
-Fix for some random crashes
-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
-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.
-Now some games can work on Amiga with only 0.5MB of Chip RAM (Fast RAM still
-This means some games can run with just 1MB of RAM.
-Level loading has been optimized and now it is much faster to swap between
levels while playing.
-Scroll memory has been optimized severely.
-Tileset memory has been optimized too.
-Trigger system has been reimplemented to save quite a lot of Fast RAM.
-When no project is specified the Player will not open anymore a requester,
this improves compatibility with older kickstarts.
-Fix for crash when activating collision boxes display.
-Refactoring of palette merging, adding and loading between tilesets and
-In Level Objects editor, right button enables or disables the static objects
inside the current level.
-In the editor changing the level does not change the current tab anymore.
-68020 Editor and games check for 020+ CPU before starting.
-Now changing the values in the Screen menu will change the values assigned to
the current level.
-The example for hiscores, also known as Happy Bat has been updated.
-In main menu you can use F5 to play the game, or Shift+F5 to play the current
-In the editor when loading an AGA game in an ECS machine you can abort
-Also, if you load an AGA game in an ECS machine you can still load it without
-Improved help in level menu.
-Small optimization for collision code.
-Fix in Dialogs when scroll is not in position 0,0.
-Fix in some sounds whistling after being played.
-Fix in -version parameter.
-Fix in trigger Mutate, now it will execute the rest of triggers in the
-Fix in HUD background not being loaded sometimes.
-Dialog engine has been reimplemented and now it does not need extra Chip
-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
-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
-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
-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
-Added action trigger Set Sprite Y to change the vertical speed of the Sprite
-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
-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.
-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
-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
-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
-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
-Profiler update: Trigger conditions and actions are displayed. Also added
extra cathegories in the main bar.
-Code for global variables has been optimized.
-Code for input has been optimized.
-Render code has been optimized.
-New action Trigger Sprite Layer to enabled or disable the Level Sprite Layer.
-New action Trigger Sprite Spd X to set up the Level Sprite Layer Speed in X.
-Removed HUD Enabled/Top/Bottom from HUD screen as now the setup is done in
-Audio routines for player and the editor have been unified.
-Code has been converted to ASCII, this is just better for me but could have
some unknown implications.
-Some internal code refactoring.
-In Game Setup screen Target FPS has been renamed to Max FPS.
-FIX: Sprite setup not being seen in the Level Properties screeb
-FIX: When entering the level screen some old projects could crash the editor.
-Tile position is displayed while editing the map.
-Minimap not visible anymore in the Spritesheet screen.
-After editing a game text the menu is now refreshed.
-FIX: Triggers for attached objects not being executed after building a game.
-FIX: Dialog system was not checking if sprites were active causing the game
to end abruptly.
-FIX: Play SFX L+R trigger was always playing sound 0.
-FIX: Shadow Gameobjects being displayed in the level editor screens.
-Small fix in profiler menu text not showing in the right color.
-Some unused code removed.
-New Level Properties screen where you can set up: color copper effects,
background image and sprites. The music to play, the fade in/out effects, the
adjacent levels and the next and previous levels.
-Four options for copper effects: no change, solid color, gradient and
gradient from an external image using its palette.
-In Level edit screen tile shortcuts have been added to avoid the need of
going to the tiles screen to select the tile. The screen can still be accessed
using the button or the space key.
-In Level objects screen level objects shortcuts have been added to avoid
having to browse them.
-Audio is now using PHX library.
-Sprite background layer can now be set as a foreground layer.
-Game sprite layer is visible in the level properties screen.
-Level minimap is visible in the level screens.
-Level Tabs for map and tiles have been removed as they are no longer
-Added vertical movement for sprite layers.
-Added support for 16 colors sprite layers (Requires display of 304px width or
-Added looping toggle for sprite layers.
-24 bit depth palette is used for ECS games running in an AGA Amiga.
-When using displays thinner than 320px the display is now centered.
-Added action trigger Play AnimAngle that allows to set up the object frame
based on the obejct angle.
-Added action trigger Count Tile that stores in a variable the number of tiles
present in a level.
-Added action trigger Set Sprite GO to attach the sprite layer to a game
-Object rendering has been optimized for increased performance.
-Autoslice has been optimized to required less stack memory.
-Changed the method to check times on the profiler screen, it should not act
weird on long plays.
-In Animation screen the frames are displyaed in the correct possition
relative to the guide.
-When clicking an Object in Level screen it will be selecte only if it is
active in the current level.
-Spritesheet id is now visible in Animations screen.
-Changes in copper background and setting up the project if AGA is not
-Lighter usage of copperlist.
-Removed internal PowerPacker support for MOD files.
-Trigger Anim by angle renamed to Frame by angle.
-In animation screen a sound can be selected to play when playing an
animation. If the anim loops the sound will play again.
-Export has been renamed to Build, to have a clearer name.
-Profile timers are now using another CIA chip to avoid interfiering with PHX
-Profiler now shows the time that is spend on Object Triggers.
-Object Parent function has been renamed to Attach. Parent triggers also have
-More checks are done in audio screen when loading sounds.
-Sound screen now uses the editor palette.
-Object Text is now Helper, a text that is only shown while you are in the
-Shape temporal file is not saved into RAM anymore while in editor mode.
-Spritesheet pick frame can be used without previous slice.
-Spritesheet frames can be deleted.
-While decrunching the executables the cursor will change its color.
-Decompression of executables now will consume less memory.
-Editor and game icons do not require NewIcons anymore.
-Refactor on how the triggers are processed.
-Default project path is now the projects folder.
-FIX: weird issue when using 7 bitplanes in 68020 machines.
-FIX: in 68000 compatibility.
-FIX: in manual frame pick when scrolling the sprite sheet.
-FIX: in players using dialogs showing corrupted graphics.
-FIX: in Instantiated object, some variables were not correctly reseted.
-FIX: for big objects in Animation screen.
-FIX: under certain circunstances Tilesize was not changing in tiles screen.
-FIX: for glitch of the cursor in profiler screen.
-FIX: in Auto slice adding some extra empty frames. The fix also makes it 2x
-Number of Animations increased from 64 to 128. When updating project to this
version there is no going back.
-When saving a project, if using the same previous name a backup of the
project file is created.
-FIX: In tile properties of tileset 1 being used in all tilesets while in
-FIX: In tile properties screen solid tiles being displayed in incorrect
-FIX: In ground collisions where the Objects are bigger than tile size.
-FIX: Fixed glitch happening when using Camera Shake in large maps.
-FIX: When camera position moves abruptly, it was causing graphical
-FIX: Fix in Level Editor screen, some buttons not working when a lot of
objects were used.
-FIX: Fix in Square Grid Slice in Spritesheet screen.
-Added shortcuts for Level objects in the object editor, to easily see the
used ones and navigate quickly to one of them.
-Objects have two internal variables Custom 1 and 2, now their name can be
changed and the trigger name will change too for readability.
-Added action trigger Tile Type is that checks the collision type of the tile
where the object is.
-Added exception handling that will exit the editor or game when low on chip
ram or other exceptions.
-Level exits have been moved to the Level Properties tab.
-Change in scrolling routine when processing the left part of the map.
-Added Shotemup example in the projects folder.
-FIX: In Change Type trigger, not working as expected.
-FIX: In Change Tile trigger, now working fine when the tile was not on
-FIX: In Change Icon trigger, it was not working properly.
-Start button added to Play the game not from the current level but from the
initial game level.
-Level background menu is now in Properties tab in the Level Editor.
-New action trigger Change Icon to change an object icon.
-When editing an object with parent, parent object is now displayed.
-After a new project is created paths are initialized and point to the project
-BlockBreaker example has been added.
-FIX: Not enabled objects are not visible anymore in the level editor screen.
-FIX: When setting the frame manually in Animation screen.
-FIX: Tile On Screen trigger was not working properly.
-Profiler menu is here to help to find out any peformance problem in your
-Profiler data can be seen after playing a game, it only takes into account
what happened during the playing time.
-Sounds can loop if that option is selected in the Audio menu.
-OS version is displayed in settings menu.
-In Settings menu you can choose if you want the profiler screen to be shown
after each Play.
-In Settings menu you can disable Network to test multiplayer games without
the need of a network connection.
-Keyboard read routines have been reworked.
-Fix for the keyboard image display in Input Screen.
-Fix in export triggers to text, some triggers were incorrectly exported.
-In Objects screen it is possible to quick jump to objects thanks to the new
-Camera code has been reworked.
-Camera set pos trigger has been reworked.
-Export now prompts user if files to run the game from floppy must be
-Edit Image creates a new IFF file if the Image field in empty in Tiles and
-Input menu now shows a keyboard image with the rawkey values to use.
-Background color added for HUD elements.
-Better error handling in load and save project.
-Vampire core is detected in settings screen.
-Help information is available in the editor, press the (i) button in the
bottom of the screen.
-Fix in Force NTSC flag that can be used from the CLI or the Icon Tooltype.
-Added Stamp action trigger that prints an object to the brackground of the
-Change in screen refresh when the camera position moves abruptly.
-Added HUD Refresh trigger to fully repaint he hud. Only use it when changing
-Editor stack increased to allow the sprite editor to cut bigger sprites.
-Now it is possible to copy and paste objects. It should work between projects
-Added C64 menu color scheme.
-Fix in games not using HUD.
-Fixes in the copperlist.
-Fix small glitch in the bottom of the menu.
-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
-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.
-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
-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.
-Compiler changed from Amiblitz 2.44 to Amiblitz 3.8. This has some
-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.
-In settings screen now you can select if you want to use a custom screen or
the workbench for file requesters.
-Added action Repeat Every to execute actions every certain time.
-In Animation screen the animation number can be selected using an input
-In Animation screen you can modify the frame offset using the cursor keys.
-In Objects screen, Display Offset X and Y can be set using an input field.
-Bigger limit for sprite size when using the Auto Slice option.
-Extra checks and optimization for Auto Slice option.
-In Screen menu, a color other than 0 can be overwritten, from 0(background)
-BG Color and BG Rainbow action triggers are now named Overwrite Color and
-Physics: Speed on col behavior reviewed.
-Performance: Improved performance of math routines.
-FIX: CD32 play CD routines fixed to allow more than one track being played.
-FIX: After moving to another level sometimes there was a glitch in the
-FIX: When re-adding objects in the level, sometimes they were not added.
-FIX: Screen width was not reset when loading a new game.
-Added action trigger Net Connect to connect to a remote machine and have a
multiplayer network game.
One machine in server, the client needs to enter the server IP. In a LAN, just
need to type the internal IP.
In different networks you can use external IP, probably port forwarding is
needed to find the target machine in the local LAN. REDPILL uses port 6666.
-Added contition trigger On Net Connection to detect when a connexion has been
established or if it is disconnected.
-Added condition trigger Is Net Remote to check if one player is remote or
-Pong project has been updated to support two player network game
-Added action trigger Set Map Cols to activate/deactivate Object collisions.
-Added action trigger Norm Spd45 to adapt speed x and y when object is moving
in diagonal direction.
-Using Tool type NTSC in Game icon (or -NTSC parameter in the CLI) will force
the game to be launched in NTSC mode.
-Screen width now can go from 320 to 256, to allow for fast ports from other
-Input system has been simplified.
-Frame control redone again to avoid flickering issues and horizontal lines.
-Objects of type shot now follow better the direction of the objects
-Small change in cursor color.
-Input fields for Object width and height.
-Input fields for HUD object pos X and Y.
-Speed on col trigger now works on angle motion objects.
-When Speed on col is negative does not stick the objects to the ground
-In Settings screen, now it is possible to select the Light theme for REDPILL
-FIX: When using grid slice the frame offsets will be assigned automatically
the grid offset.
-FIX: Follow object was always following object 0.
-FIX: Only Vars from page 1 were accessible in the HUD screen.
-The frame control system has been redone, now it is faster and smoother.
-In Audio screen, after playing a sound the duration in seconds of the sound
-FIX: After deleting an object in the level, there was a freeze.
-FIX: games using sound effect were suffering slowdowns
-New triggers Obj Display X and Y to check the position of an object in the
-Palette is shown in the Screen menu.
-FIX: for TileProperties editting requiring FPU God knows why.
-FIX: EHB internal fixes.
-FIX: Possible crash when editing objects with large Icons.
-Extra HalfBrite (EHB) support added. Now you can have 64 colors in ECS games.
-Tile animations are now possible. Anim speed can be changed but for the time
being all animations have the same speed.
-FIX:When no sprites are used, the tile palette is used for the game.
-FIX:issue in Change Tile trigger when used tilesets with borders.
-FIX: issue in Dialogs not showing properly. This only happened in the
-FIX: in bar HUD elements.
-Some other minor changes and fixes.
-New action trigger Play Anim 8 to play an animation based in the direction of
-Play Anim 8 uses 8 anims, starting with the Up/North Animation, and in
clock-wise order. It uses 8 animations.
-New action trigger Play Anim 4 to play an animation based in the direction of
-Play Anim 4 uses 4 anims, starting with the Up/North Animation, and in
click/wise order. It uses 4 animations.
-In a level, when a background image is used without any tiles placed, the
palette from the image will be used.
-For HUD bar elements, now it is possible to adjust the height of the bar.
-Extra check in Auto Slice to avoid slicing a big image by mistake.
-Level editor map now shows all available area instead of the camera limits
-FIX: Tile properties display fixed when using tiles with border.
-FIX: Fix in export game routines.
-FIX: moving a livel object leaved some trash in the screen.
-FIX: Level editor now can scroll to the bottom of the level.
-FIX: Fix in edit trigger up/down controls, now last trigger is reachable.
-Input buffering for Input Up and Input Fire: Save input for some frames.
Configure it in input screen.
-New condition Grounded that allows Coyote time or edge tolerance.
-Old Grounded and Not Grounded triggers are not invalid but deprecated.
-New action trigger Enable SFX that allows to turn on/off the sound effects in
-New action trigger Set NTSC to change display to PAL or NTSC.
-In RP Editor the gap between the game display and the editor display has been
-FIX: When changing the level the tab displayed could be wrong.
-FIX: Sprite background was not cleaned properly when loadgin a new project.
-FIX: For games without tiles, the palette was wrong.
-FIX: HUD elements could have some flickering when values changed too fast.
-New Triggers Show Scores and Enter Hiscore add Hi-Score functionality to
-In case of CD32, Enter Hiscore tries to save the scores in the local drive,
if not uses CD32 non-volatile memory. I hope someone can test it :)
-New project ex_hiscores shows how to use these new triggers.
-Fixed issue when exporting games that use image background and sprite
background at the same time.
-Updated Lha compression and now time is right for unpacked files (Until
-RedPill Puzzle by Lemming880 updated with the final release.
-Lumberjack Platform game by Lemming880 updated to the last version.
-Sort by Z trigger has been fixed, thanks to amiman99.
-Exporting had some issues after the map optimization, this has been fixed.
-External text editor has been fixed too.
-Small optimization for games that use 16x16 tiles.
-When exporting games, the level files will be smaller if not all the map
used, or if the map is not used at all.
-In Game Setup, the text edit now supports an external project, configure it
using icon Tooltyper.
-New action trigger Follow Obj <target obj> <speed> that sets up the speeds of
the object to match the targetted object.
-New action trigger Go to <Var> Level to load the level specified in the
-New action triggers Input Active to enable and disable player input.
-New condition triggers Input Active to check if player input is enabled or
-Improved checks on boolean values for trigger paramenters.
-Side check code back to older and slower but more robust implementation.
-In Objects screen now it is possible to go directly to one object.
-In Levels screen now it is possible to go directly to one level.
-When exiting the Editor and the Player the REDPILL fonts assignment is now
-Now it is possible to edit the background image of the level with the
external painting program.
-Tile on screen <i> condition trigger added to perform actions for each tile
<i> present on screen.
-Tile on map <i> condition trigger added to perform actions for each tile <i>
present on the level map.
-Move to Level trigger has been renamed to Go to Level.
-Fix for possible memory corruption problems when objects had negative
-Fixed issue with HUD bars and negative values.
-ex_mapenemies project has been added to teach the new triggers.
-Fixed issue when using Enemies collide with enemies option, cells not being
freed after enemy was destroyed.
-Noah game from Sensei-Sama included in the projets.
-Now you can use multiple spritesheets, still when slicing them some frames
can move or be overlapped. To be improved in future versions.
-REDPILL player now supports Version from AmigaOS and -version parameter
-Executable files now use Shrinkler 4.6.
-Now when using RPPlayer from cli if no parameter is given can get it from the
-Audio is restored (faulty in 7.8)
-Optimization: now non visible objects have animation logic deactivated.
-Optimization: less memory used when enemies collide option is not activated.
-Last opened projects logic improved.
-Adding support for number formatting in HUD, use 0s to specify the number of
digits to use.
-All new games will be created in the projects folder. When starting the
editor the main things you can do are creating a new project or loading an old
-Examples folder has been removed.
-Fast loading options have been added to access quickly your last loaded
-Mulipalette example has been added, it shows how to use two different 16
colors tilesets and 16 color sprites in a 32 color game.
-Side X behaviour has been refactored, behaviour could be slightly different.
-Anim Comp condition trigger has been implemented, it can replace Anim is and
Anim is not triggers.
-Anims with loop now allow a Next Anim to be filled, when the looping anim is
stopped it will play the specified next animation.
-Level being edited can now be changed in the Edit Level screen.
-If foreground and background colors chosen in the dialogs are the same the
text color chosen will change.
-An issue when going back from Tiles screen has been fixed.
-Issue with Text Dialogs rendering has been fixed.
-Action triggers have been optimized to speed up the object processing.
-Fixed possible error when using many audio files.
-Fixed game object icons failing to render in exported projects.
-Action trigger animation to angle was not working under certain conditions.
-Optimized memory used by objects when using REDPILLPlayer.
-Optimized chip memory used by objects when using REDPILLPlayer.
-CD32 Red button does not trigger Fire1 anymore.
-Fixed issue where object icons were not visible in runtime.
-Added action trigger to Set Target to closest object of one type.
-Tile solidity properties is now graphically visible in the Tile properties
-Added action trigger Multiply Speed by Var(iable).
-Added action trigger to set a Var(iable) with the count objects of some type.
-Keep on screen trigger moved to the render cathegory.
-Added action trigger Set Display Pos to set the position of an object
relative to the screen.
-Added options in sound screen to remove Sounds and Modules.
-Experimental PlayCD32 trigger improved.
-Added action trigger PlayCD32 to play audio tracks (Experimental).
-Added condition trigger to compare two Vars.
-Fixed CD32 buttons input triggers.
-Changed copper routine to avoid bottom color be displayed on top of the
-HUD fixes in text values.
-Fixes in sprite background loading.
-Follow camera fixes.
-Fix for a bug where some statics objets could be overwritten by instanced
-General bug fixing.
-Please make a backup of your projects before upgrading them to 0.7.4, the
.pill format has changed.
-Camera follow does not follow the object when it is not active in the current
-Force NTSC in Screen menu forces the game to run in NTSC resolution.
-Non visible objects icon is visible now in level edit screen.
-CD32 red button now activates fire1 button.
-Export function now exports less redundant files.
-Scroll coordinates now reset when a level is loaded or reloaded.
-Program stack size increased to 32Kb to avoid unstability and crashes when
-Sorting and rendering by Z has been recoded to avoid objects disappearing.
-Fix: Screen Flash trigger was not working when HUD was on top.
-File requesters now have a maximum size.
-Fixed an issue preventing from changing Var pages when selecting a Var in the
-Sound module code is now more robust to avoid memory leaks.
-Parts of the HUD were erased under certain circumstances, this has been
-Camera Follow now doesn't follow the Object when it is not active.
-In Grid Slice, an empty frame was considered, reducing the number of
available frames, this has been fixed.
-Set Speed C action triggers now changes the side the Object if facing.
-Set Speed X from var now takes into account the side, if side is left speed X
will be negative.
-Some glitches removed when switching between menus.
-Minor fixes in audio.
-Some other minor fixes.
-Export added in main screen to export the project into an encrypted .redpill
file. This file can only be opened from the Redpill player.
-Export will create a folder named export, this export folder is the
distribution folder of your game.
-Now each map can have its own tileset, the palette will be adapted to the
spritesheet palette if there aren't enough colors available.
-This also means each level now has its own palette saved in a separate file
-Help for triggers is available inside the editor, just select a trigger and
press the Help key. Sadly it is not finishing and not all triggers are
documented, but it will come.
-Condition triggers had a general optimization resulting in faster condition
-Level object screen has been changed to allow editing in a simpler way,
several issues have been fixed.
-Object triggers can be exported to text for easier and global visualization.
-External text editor can be set in the icon, just like the image editor.
-In the HUD, the icon sprite used can be set with either a number or number
-Added manual sprite cut to manually cut frames from a spritesheet.
-Added action trigger Angle to target that sets the GO angle to point the
target, useful for shots and many more.
-Added action trigger Tiled Move <X in tiles> <Y in tiles> to move objects in
-Added action trigger Tiled Push to push other others away when moving objects
with Tiled Move.
-Collision boxes changed to the old (and better) routine.
-Animation frames can now last less than 0.05.
-Tabs added in the level editor screen for faster ediing.
-Minimap tab added to the level editor for quick visualization of tiles and
game objects, and map repositioning.
-Sound Generator added to create new sounds inside the editor, the save
feature uses DataToIff V1.1 - Sound File Conventer - Written by Janne Saarme
-Bouncing example added in the examples directory.
-Pillman game example has been added to the projects folder.
-Red color has been added in the editor for some menus and UI elements.
-Dialog engine noe uses AGA colors when the game is AGA.
-Added protection code to the custom load font, if font is not found it should
-If the background sprites cannot be loaded then level sprites are
-Frame has been removed from the HUD Bar element
-HUD Bar element now can show timer variables.
-Issue fixed with HUD texts numbers not being erased correctly.
-Fixed issue with triggers Hit->CustomX not working properly.
-Lumberjack platform by Lemming880 has been added to the projects.
-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
-Added action trigger Add Answer <value> <text> to add a new answer to the
-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.
-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
-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
-Fix for texts being lost after playing the game in the editor.
-Fix for color value in HUD components being assigned to label color.
-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
-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
-FIX: Reseting the project before a load to avoid unwanted project
-FIX: Reseting some editor variables when switching or creating a new project.
-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
-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.
-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.
-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
-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
-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
-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
-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
-Added delays after reading files to avoid the floppy drive being on when it
-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
-Added Import text map feature, this is a text file using comma separated
values. tIDE for example uses this format.
-Sprite background code is removed when using a ECS machine. AGA and ECS
projects can use the background, it will not show up in ECS machines.
-Sprite background now loops properly every 256 pixels.
-Sprite background movement is disabled during dialogs.
-Added the possibility to allow the sprite backgrond to be affected by camera
movement, this value could be fractional.
-Fixed bug when going from a level with sprite backgeround to one without.
-To ease delevopment trigger parameters will show static or not static objects
depending on the trigger support.
-Animation screen has been improved with step by step controls (keys 1 and 2).
-In animation screen use space to play/stop the animation.
-Background independent scroll is supported with Amiga sprites. This feature
is still experimental and background image must be a 256x256 4 colors image.
Astro project shows this feature.
-Borders wont show anymore the background copper effect (ECS only).
-Objects menu has a different color, another test.
-Volume request has been disabled, this could help to prevent a crash when
loading the project and paths have changed.
-Fixed bug with parameters being messed up when deleting a trigger.
-Mirror game added to the package.
-Added support for song modules compressed in PowerPacker.
-Added Fade In and Fade Out action trigggers.
-Added On Fade Out condition to trigger something when fade is complete.
-Fixed a graphics glitch at the start of the games.
-Some fixes in scroll routines.
-Small changes that could make the game unstable.
-Added volume settings for the songs in the audio menu.
-Added condition triggers Collides Player X and Collides Player Y to check
only one dimension.
-Added action trigger Change Type to change type of object.
-Platform code modified to avoid unwanted behaviour in certain conditions.
-Scroll code modified to avoid certain artifacts and some problems with tiles
of 24 pixels.
-If camera target changes more than one screen of distance instead of a
travelling the camera moves immediatly to the target.
-Between two frames the scroll is going to move half of a tile at most.
-Scroll speed has been optimized.
-Bug on the top tile row when scrolling up has been fixed.
-Action Set var trigger when used in booleans will change UI of the parameter
to suit boolean values
-Condition trigger Var True fixed because curiosly it was failing with
-Added action triggers Load/Save/Reset checkpoint that will load/save the
-New action trigger Change Tiles will change every the tiles in the area of
the game object.
-Fixed a bug in the Level Object screen where some collision boxes where
displayed in incorrect locations.
-A new trigger WallJump has been added to the triggers library.
-Changed and fixed in the show text/dialog engine.
-Basic_platformer game example has been updated.
-Added a sound volume setting for each sfx in the audio screen.
-Added flags to gameobjects to allow them to be awaken or processed only when
they are in the screen.
-For awaken objects there is a flag to put them to sleep when they are out of
-Render processing now should be faster for objects not inside the screen.
-Now it is possible to delete any trigger, not just the last one.
-Added Save and Load options for a single trigger.
-Fixed dialogs not properly aligned when HUD was not enabled.
-Fixed a missing pixel line when the sprite was in certain positions in big
-SetPos to Obj trigger was repeteated twice, duplicity has been removed.
-IncPos trigger was missing, it has been added back.
-Load and save triggers filename extension were inconsistent, it has been
-First alpha release.
-Debug files RedPillPlayerDebug and RedPillEditorDebug have been removed.
-File format has changed, and old projects need to be updated. Backup your
project, load it and save it again to upgrade it.
-Instead of a single file, levels of the project are save in individual files.
Each level now has its own file, maximum number of levels has been increased
from 10 to 100.
-In Level Editor, now you have a reload level option in case you want to
discard your changes.
-Each project now contains a text file too. Game texts for now are only used
in Show Text and Show Dialog triggers.
-Number of animations increased from 32 to 64.
-Scroll routine has been optimized, now it uses much less cpu.
-Triggers have cathegories to find them easier: General, Input, Vars, Objects,
Cinematic, Map, Render, and Audio.
-Objects can have a parent object, in that case their position will be
dependant on the parent object.
-For an object with Parent you can specify the offset in X and Y, also if is
if affected by parent direction (lateral or 360).
-Triggers to manipulate parent properties: Set parent, Unset Parent and Parent
-Added trigger to Blink a game object for a number of frames.
-Added trigger to Flash a game object for a number of frames.
-REDPILL exe files are now packed with Shrinkler to reduce its filesize.
-When no trigger is selected, now it goes back to trigger screen instead of
going back to object screen.
-REDPILL player logo is now animated.
-Action Trigger Mutate to <gameobject> allows a gameobject to transform to
another type, use with caution.
-Action Trigger Keep On Screen to avoid objects get out of the screen.
-Hud on top has been implemented.
-Added triggers to turn Hud On and Hud off.
-HUD now supports a background image, you can add it in the HUD screen.
-HUD Labels and HUD values can be set to a color.
-HUD Labels now can be a text or an icon.
-HUD Values now can be a text, an icon or a bar.
-Game Object icons now support values up to 254.
-Text display triggers with/out title and with support for multiple pages,
show Text for only text and Show Dialog for title + text.
-This versions contains an Amigaguide file that in the future will contain
-Fixed a bug when using Once condition trigger.
-Allowing negative render coordinates.
-Action trigger Keep On Screen added to keep a game object inside the screen.
-When an object collides with a ramp now it is considered a bottom collision
and will trigger collision triggers.
-You can set now Z of the objects to set the drawing order. The lower the
number the later they will be drawn.
-Added condition Trigger On Level Load that will be activated each time a
level is loaded.
-Added action trigger Halt Triggers that will stop trigger execution in that
object. This is useful for example to prevent objects outside screen to check
all triggers and waste CPU.
-Play Mod action trigger added to play 4 channel mods. Old trigger has been
renamed to Play Mod+SFX.
-Added Hit>Set Custom1/2 action triggers to set custom vars of the object
being hit by current object.
-Added Hit>Inc Custom1/2 action triggers to increase custom vars of the object
being hit by current object.
-Fixed bug that prevented color 0 being overwritten when using background
-Fixed bug that prevented rest of actions in a trigger being executed after a
-Added example trigger with 4 directions control.
-Game was not correctly loaded when it was in the path root, for example in
DF0: this is now fixed.
-Error message is displayed when Redpillplayer cannot find the path to the
-Fixed bug in Level screen that prevented objects being displayed when they
were at coordinates x=0 or y=0.
-Triggers folder now contains some basic examples for triggers. We start with
a 8 direction trigger for top-down games and a jump trigger for side view
-Fixed issue with some static objects being lost when changing levels if they
have been deactivated.
-Fixed issue that prevented the correct animation being shown for some objects
when changing levels.
-In input screen now it is possible to decide if object follows only X or Y
axis when using mouse.
-Position 0 limit for X and Y coordinates has dissapeared. But minimum drawing
coordinates are still 0.
-New action trigger Set position to Object position to make the position of
one object equal to another one.
-Fixed Action triggers Instantiate X, Instantiate Y, and Instantiate XY.
-Instantiate XY uses parameter one for Object and parameter two for X and Y
coordinates. X and Y will be the same.
-ECS screen setups now uses less copper operations (internal change).
-Audio can be disabled in the Editor using the Settings menu.
-Change tile trigger reimplemented.
-Fix: Time to live counters are resetted when instantiating objects.
-Fix: Changing level now resets the values of dynamic objects.
-Fix: Move to level now resets the tile map of the level.
-Momospace project updated.
-Added action trigger to set a random value to Custom Object var 1.
-Added action trigger to set a random value to Custom Object var 2.
-Added action trigger to set a random value to Custom Object timer.
-Fixed a bug when detecting if joystick buttons were released
-Fixed UI bug that caused a change in the action when changing second
parameter of a condition.
-You can select the font to be used in the game inside the Game Setup menu.
-Objects now have Custom1 and Custom2 vars that can be used for energy,
health, shots, etc.
-Condition and action triggers have been added to set, modify and check the
object custom vars.
-A custom timer has been added too, use Set GO Timer to start it, and GO Timer
Trig to check if it has been triggered.
-Options key is now supported, condition trigger added to check its status.
-When enabling and disabling HUD objects, HUD will be cleaned up only if a
change has been done.
-Fixed a bug in RedPillPlayer when using tooltypes that prevented the games
-Fixed a bug in RedPillPlayer causing Reload level to act like Restart level.
-Added CD32 pad support, triggers added to read Play/Pause, Forward, Reverse,
Green, Yellow, Red and Blue buttons.
-Added NTSC support.
-Input menu has been implemented, now you can change game keys or use mouse
-Mouse input implemented, for now it is limited to games without scrolling.
-Joy button implementation is now completed.
-Number of Globals that can be used has been increased from 14 to 32.
-Added condition trigger Anim is not [animation].
-Action trigger Time to live [time] to destroy an object after a certain time
is now implemented.
-Added action trigger to screenshake[force][time] screen.
-Added action trigger to flash[color] screen.
-Added action trigger to set a Global value with the value of another one.
-Added action trigger to add the value of a Global to another one.
-Added action trigger Set Global RND [number] to set up a Global with a random
number from 0 to [number].
-Added action trigger Inc Pos[x][y] to move manually the position of an
-Added Instantiate X[x], Instantiate Y[y] and Instantiate XY[x][y] to
instantiate objects at the desired position have been added.
-Autoflip routine is now more robust to avoid crashes.
-Routine to check collisions has more checks to avoid crashes.
-Solved bug in Collides With Object trigger.
-Scroll routine has been optimized, still not super fast.
-Gameobject trigger execution time has been optimized.
-OK button has been moved for some screens to avoid button overlapping.
-Redpill puzzle game by Lemming880 has been added.
-Basic platformer example project has been added.
-Basic shooter example project has been added.
-Pang and pacman projects have been removed.
-Maximum number of frames increased from 100 to 320.
-Platform code has been reviewed to avoid artifacts.
-Project spritesheet is loaded on project loading, no need to reload it ecah
-Bigger default camera limits, full map limit as default.
-Scroll is now working on the tile selection screen and tile properties
-Sprite sheet slices are less prone to crash the program when something
-Added action trigger to set a game object visible or not.
-Fixed a bug on angle initializing causing some objects to start on incorrect
-Fixed a bug that was showing different frame offsets between the animation
screen and the runtime.
-Games from the RedPill game competition by Amiga Wave have been included:
MomoSpace by Tecniman and Amiga Racing by Juande3050.
-Support for big maps, now map are 84x84 tiles by default. You can modify
maximum width and height in the Edit Map screen.
-You can use shift key to speed up movement when moving around the level for
-Ramps are back! Ramp up and down at 45 degrees.
-Platform code was not working as intended, object was colliding as if it was
solid. It is now fixed.
-Tiled binary imported allows to read tilemaps made with Tiled. You must
convert them to binary first.
-Added condition triggers Is on Screen and Is off screen to check if the
GameObject is inside the game screen.
-Added contition trigger to check the current level.
-Added action triggers to set the Camera position and to increment the Camera
-Frame displayed now changes immediatly when changing frame in animation
-Offset line helpers in Animation Screen now go to the end of the screen.
-Added clear option in HUD screen to clear variables used by labels.
-Camera is now reseted when starting the game or when changing a level.
-When a GameObject is not enabled in the current level it is showed in black
in the Level Edit screen.
-Angular code is not recalculated every frame, this should help to increase
-Fixed a bug with tiles bigger than index 127.
-Set of different fixes for the HUD.
-Fixed a bug causing a crash in ECS machines with projects being created in
-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
-Background image in map edit screen can now be removed using the new Remove
-Load map and Save map features have been added.
-Added a condition trigger to check tiles with a comparison. Old one is keep
-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
-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
-Fixed a graphic glitch when changing levels both in the editor and the
-Fixed an issue with condition parameters not being edited correctly.
-Fixed an issue causing a crash when using a background image for the level
-Fixed a glitch when going from animation screen to the main screen.
-Trigger execution point has been changed back to the place it had in 0.4.x
-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
-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.
-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 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
-Frame offsets have been added: Now you can modify the display offset by
-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.
-Temp files that are stored on ram: when playing from editor now use a common
-Custom font is being used in the editor.
-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
-Fix in calculate map dimensions.
-Fixed bug in Target Distance trigger.
-In Screen menu now you can set up the background color and also the copper
rainbow color to use.
-Triggers can now be copy & pasted.
-In the camera settings now you can select the object to follow.
-Added shortcurts to go to the first and last triggers.
-Added condition trigger to know if a certain animation is playing.
-Added condition trigger to check if animation is in a certain frame.
-Added condition trigger to check if animation has reached the end.
-Added action triggers to change the background color and also the rainbow
color (start and end color).
-Added action trigger to change the object the camera is following.
-Animation values can be edited directly typing the values.
-Fix for a crash that happened when playing with grid and autoslice.
-To exit a game now you have to use ESC key instead of the right mouse button.
-Camera parameter Camera Forward Focus allows to change how forward the camera
moves towards where the player is facing.
-Camera parameter Camera Smoothing adds delay to the camera movement, the
higher the value the smoother it will be.
-New condition triggers to check object speed X and speed Y values.
-New condition triggers to check object angle and the speed on that angle.
-On Level Objects screen clicking anywhere on the screen shows the position on
the status bar.
-On Level Objects screen Object position can be set directly using the edit
-When entering Level Objects screen the first game Object is centered on
-When grabbing objects on Level Objects screen now the offset where you click
is taken into account.
-New project now cleans all the bitmaps from the previous loaded project.
-New action trigger to change Objects weight.
-New action trigger to change overall gravity.
-New condition trigger to check distance to target object.
-More than one level tile can be changed per frame when using Change Tile
-Collision routines have been greatly optimized.
-Fix for game display being erased everytime screen changed.
-Fix for calculate dimensions returning a value one tile short.
-Fixed tiles on the right and bottom of the level not being rendered.
-Galaga project updated with Nobody's work.Pacman project updated too.
-On the level editor, you can select more than one tile using mouse drag.
-Calculate level limits now works instead of returning maximum size.
-Camera takes into account level limits as camera limits.
-Set target trigger now uses a game object parameter instead of a number.
-Redpill logo is erased once an action takes place, just cosmetic issue.
-Fixed graphic issue when HUD values are updated.
-Fixed possible issue when changing between levels.
-Fixed incorrect collisions when using non static objects.
-Pacman and Galaga examples have been updated. Thanks to Nobody from EAB for
the changes to Galaga.
-Gadget for string values has been recoded to avoid the need of an FPU.
-Levels now have dimensions to avoid unwanted camera scroll.
-Tiles can have 3 shapes: Normal, Ramp Up and Ramp Down. Define them in the
-Audio: Amiga Mods can be played. Define them in the audio menu and use Play
Mod trigger to play them. They are loaded at play moment, it is better to play
them once at the start of the level.
-Audio: Amiga IFF sounds can be played. Define them in the audio menu and use
Play Sound trigger to play them.
-Sprite color Remap now gives an error message when failing.
-Sprite generation from sprite sheets is more robust.
-Physics and platform code has been redone (again) to support the new tile
-GameObjects process has been slightly optimized.
-When editting values the previous value is not lost anymore.
-When editing levels now you can use F to flood fill the current tile.
-ECS is supported, 1MB of Chip Ram is required to run RedPill Player, plus
some Fast Ram.
-Settings menu has been added, there can be configured if collision boxes are
displayed when playing a game (F1 while playing does the same).
-In Game Setup menu you can set up the Gravity for the game.
-GameObjects now have a friction parameter that defines how speed changes when
object collides. "Speed on col" trigger can be used to change it during
-Collision functions have been improved to avoid unwanted crashes.
-Blit buffers have been reduced to consume less chip memory.
-When RedPill is executed on an ECS machine, less chip memory is used for the
-Now less objects are drawn when they are not on screen.
-Objects of type Shot now die when they collide with another object and
collision is being checked.
-Side X condition trigger has been added to check if object is looking left or
-Player 2 input is now available. In input triggers you can select the input
to use (Player 1 - Amiga Port 1, Player 2 - Amiga Port 0)
-Collision system has been greatly improved, now they are edge based instead
of point based. Also after a collision the object repositions until it is in a
-Screen parameters are now saved
-Angular parameter can now be used using the triggers "Set Angle", "Inc
Angle", "Set Thrust", "Inc Trust"
-Animation can be mapped to the angle of the object using the play animation
by angle trigger
-New Condition Trigger to check if a Timer is active
-New Condition Triggers to check if the object hit a collision on the left,
right, top or down edges.
-Improved implementation of the Change Tile Action Trigger, but for now only
-New Action Trigger "Speed on col" that scales the speed of the object in the
axis the collision was detected. Parameter set to 0 will set the speed to 0, 1
will leave it as it was, -1 will inverse the speed.
-UI feeback for buttons is back
-New Gravity like game example
-New Pacman like game example
-For now the possibility to have more than one sprite sheet has been removed.
-Animations now have a label to make them easier to identify
-Initial level in game setup now works!
-When an animation has a mirror anim, you can see it at the same time than the
-Triggers using animations as parametersnow use animation name and helper
-Triggers using objects as parameters now use objects name and helper selector
-New triggers Set position X and Set position Y
-Fixed issue where non enabled objects were visible in the level edit screen
-Fixed issue when changing level in runtime background was not refreshed
-Fixed issue with relative paths when using background images
-Fixed issue preventing the trigger comparisons to use the parameter <> "not
-Initial Pre-alpha release.
In memory of Spiral World
Jordi Palome, 007, Estrayk, Kikems, Farb Finsternis, Lemming880, Juande3050,
Fondriesete, Amiman99, Jojo, Tecniman, Sensei-sama, Ricky Place, Yoz Montana,
Juanda, Janne Saarme, Jacek Nockowski, Fireboy, Edu Arana, S0YS0Y, The
Brothers and AmigaWave.
If you want you can buy me a coffee: https://www.buymeacoffee.com/zener