Terryble Knight - RedPill is far improved in this new Ghosts 'N' Goblins inspired game engine demo!

If you're not content with all the 8bit news then how about some Amiga news instead? As we've just been told by Saberman through Facebook, that Ansimuz together with Fireboy has shown off the latest developments with the Amiga game creation engine demo of 'Terryble Knight': A rather cool Ghosts 'N' Goblins clone that is also based on Ansimuz game. To coincide with this news, while a video has also been provided by Saberman, you can see the latest developments of RedPill in the notes below.

While we have mentioned RedPill many times before in certain games, some of them decent and others not so good, there hasn't really been a game that's shown the full capabilities of the engine, which to be honest tends to sway people to Earok's Scorpion Engine instead. But the latest game demo provided by Ansimuz together with Fireboy is one to impress. As according to the creator of RedPill, it highlights big improvements in the slopes as well as the animation system and so much more. So yes I for one and going to keep an eye on RedPill and hope it becomes a truly great engine to use!

v0.9.32

  • -Slope system have been improved greatly, now you have multiple slopes that you can use, with steps of 1, 2 or 3 tiles.
  • -AGA Support
  • -Big refactoring of animation system and Animation screen.
  • -Added Knight example project, based in Terryble Knight by Ansimuz. Music byFireb0y.
  • -Added flags in Animation system to decide if an animation can be Interrupted.
  • -Added the possibility to decide in which frame of the animation a sound should play.
  • -Animation now uses ticks instead of frames, projects are updated automatically.
  • -Shortcuts for animations added in Animation screen.
  • -Added Copy values from mirror animation in Animation Screen to speed up animation creation.
  • -In Animation scren, F1 and F2 keys change animation, 1 and 2 keys change the current frame.
  • -In Objects screen, F1 and F2 keys change the current object, 1 and 2 keys change the current trigger.
  • -Tools for editing MOD and audio IFF files can be defined in the Tooltips of the RPEditor icon.
  • -Use MODPROGRAM and WAVEPROGRAM tooltypes to define the programs.
  • -Countdown and Repeat Every triggers are now tick based instead of time based, projects should update automatically.
  • -Png2Ilmb has been updated and now it does not crash when using 16bit color pngs.
  • -Some shortcut keys are shown in the main screen.
  • -In Level Properties, parallax Y now gets sorted by vertical position after exiting the screen. 
  • -Timer system has been simplified
  • -Fix in clipping for objects that are half out of the screen.
  • -Fix for some frame offsets being overwritten when slicing new sprite sheets.
  • -Fix for solidity button not working properly.
  • -Fix for tile grid appearing in the level after visiting tiles screen.

Links :1) Discussion 2) Download ( Right Click Save File As ) 3) Game Engine

26 comments:

  1. can´t get it to run on WinUAE

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    1. Try with the ADF https://drive.google.com/file/d/1ti78cwE8LTnboDbwHArhSXkgJVSIV-Iw/view?usp=sharing

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  2. AGA only? Or it's compatibile for OCS/ECS?

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    1. This version needs at least a 68020 processor

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    2. That doesn't answer the question though

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  3. That title screen music is very familiar

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  4. redpill being not terrible? a christmas miracle. :O

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    1. Just don't tell S0Y, he thinks RedPill is the best game engine out there and Scorpion Sucks

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    2. RedPill is 100% AMIGA and free software while Scorpion engine (payable) is PC software that exports on the Amiga and Megadrive.
      If you think you can do better, show us.

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    3. One does not have to be able to do better to notice something is terrible.

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    4. Both engines have there advantages/disadvantages. I switched to Scorpion because I want my games to run on my stock A600.
      Oh and both engines are FREE, you don't have to pay for Scorpion (unless you sell your game)!

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  5. Better scrolling than Scorpion Engine. Looks great.

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    1. Well that's objectively false.

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  6. I really doubt Ansimuz is involved. A lot of game developers use his graphics, that's all.

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  7. If a 68020 is required for this jerky game (good graphics, though) then Redpill is no good. This game should run at 50fps on a Amiga 500, to impress anyone.
    Pity, because the GFX are great,

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    1. Please provide a link to the vastly superior 'locked at 50fps on a stock 512k A500' game creation suite that you have produced in your spare time, thanks.

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    2. https://github.com/earok/scorpion-editor-experimental
      You're welcome.

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    3. SWIV = 25 fps; Ruff'N'Tumble = 25 fps. Both great games. Your reasoning is absurd and I find it very funny, you seem like a PC user. Keep it up xD

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    4. The above is true, there are many games on Amiga at 25 fps that are true gems (Blood Money, Rainbow Islands, XP8, Ziriax...) and true "garbage" at 50 fps (Zool, Yogi's Great Escape...). Just to make you look at it, it also seems silly to me to classify a game as "good" or "bad" depending on the fps it has. Magic Pockets, for example, runs at about 16/17 fps and is a very entertaining game.

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  8. About the music/SFX: Was done in a hurry! The title music efectively it's a sampled version of a Thomas Bergersen' theme. The ingame music was entirely mine but also it was quickly done for the game. The SFX were done using the Redpill's own sound creator, all of this will be improved and much better on future versions. Take this demo as an alpha of the new posibilities of the engine and the hard work done by our master Zener. Thank you for your support and have merry X-mas!

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    1. Thank you for taking the time to reply, especially replying to critism as well. I for one am really looking forward to how this game progresses. Looking good dude!! :)

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  9. I belive that no one realizes the work done on the RedPill software (2016-2023). It is so enormous in terms of development and elaboration time that some are limited to a comparison which has no place.
    Plus, it's Amiga software. Hell, use it and make your games instead of criticizing what's wrong.
    Provide your user feedback to improve it. It will be much more productive for the Amiga!

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    1. Exactly. I mean whats good from saying "this or that sucks". Specially when it doesnt.

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  10. I think the only criticism I could have is the main character animation - could possibly use frame or two more. But I am not sure how this would affect the game itself. Other then that - great work. I dont get this hate on Red Pill. Instead of everybody being happy thats Amiga is still alive which is a miracle in itself. I hate to be that guy but it really is that simple - you dont like it, then dont play it. Or play it and help make it better somehow. Pure negativity really helps nobody. Pointless.

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  11. Do you plan localisation of any kind?

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