Tuesday, August 12, 2025

Commodore Amiga Game Dev Programming – Video Playlist

Commodore Amiga Game Dev & Programming – Video Playlist

Commodore Amiga – Technical Game Dev & Programming Video Playlist

Curated tutorials and series (assembly, C, AMOS, Blitz/AmiBlitz, Scorpion Engine, RedPill). No gameplay showcases.

68000 Assembly & Hardware (OCS/ECS/AGA)

Amiga Hardware in C (direct-to-chip programming)

AMOS Professional

Blitz / AmiBlitz

Scorpion Engine (modern Amiga engine)

RedPill (visual Amiga game creator)

Assembly Deep-Dives (selected episodes)

Note on Rumble: I could not locate substantial Amiga programming tutorials on Rumble; most results were unrelated or gameplay-only. If you have Rumble channels you like, I’ll add them here.

Thursday, August 7, 2025

REDPILL GAME MAKER TRIGGERS

Condition Triggers — Examples & Use Cases
ALWAYS
Use case: Apply gravity to your player every frame to simulate consistent falling behavior.

ONCE
Use case: Set an initial position or give a power‑up only when the object is created.

NEVER
Use case: Temporarily disable a trigger by using it as a placeholder.

LEVEL IS
Use case: Trigger special dialogue in levels ≥ 5, e.g., display a boss warning.

ON LEVEL LOAD
Use case: Reset object health or initialize environmental settings each time a level starts.

COUNTDOWN
Use case: Self-destruct a bomb or spawn an enemy after a delay (e.g., after 5000 ms).

INPUT LEFT / RIGHT / UP / DOWN / FIRE 1 / FIRE 2 (with statuses like Pressed, Released)
Use case: Jump when “Input Up Pressed Player 1” is triggered, or shoot when “Fire 1 Pressed”.

CD32 button inputs (Play, Reverse, etc.)
Use case: Use CD32-specific controls for menu navigation in CD32 versions.

VAR TRIGGERED / VAR TRUE / VAR FALSE / VAR IS
Use case: Check if “Lives > 0” before allowing a continue; or trigger something once a var becomes true.

GO CUSTOM 1 / 2
Use case: Use object-local variables to track an internal state, like if an enemy is “alerted”.

GO TIMER TRIG
Use case: After a countdown timer, make an enemy recharge or change behavior.

TIMER ACTIVE / NOT ACTIVE
Use case: Prevent re-triggering a power-up while its timer is still active.

COLLIDES PLAYER / COLLIDES OBJECT / COLLIDES TYPE
Use case: When an enemy collides with the player, reduce health or bounce the player back.

TARGET POS X / Y
Use case: Make an enemy follow the player when the player’s X position is less than the enemy’s (“Target Pos X < My Player”).

DIST TO TARGET
Use case: When player gets within a certain radius, enemy switches to “chase” mode.

Action Triggers — Examples & Use Cases
NOTHING
Use case: Temporarily deactivate an action trigger without deleting it (easy toggling).

MOVE TO LEVEL
Use case: Teleport the player to a hidden level when they reach a trigger area (like a secret door).

NEXT LEVEL
Use case: Advance the game when the player reaches the end of the stage.

RELOAD LEVEL
Use case: After player death, restart the level to the initial state.

RESTART LEVEL
Use case: Respawn player at the start, but maintain changes like collected items.

HUD ON / HUD OFF
Use case: Turn off HUD during cutscenes and restore it afterward.

HUD LABEL ON / OFF

QUIT
Use case: End the game and return to the Workbench — e.g., when player selects “Quit” in menu.

SHOW TEXT
Use case: Pause the game and show tutorial text or narrative messages.

SHOW DIALOG
Use case: Display dialogue with a title (e.g. “Boss Incoming”) and message, pausing gameplay.