Amiga RedPill Creator continues to redefine how developers build games on classic hardware. The focus keyphrase appears right away to improve search visibility for creators eager to design on vintage systems. Developed by Carlos Peris, this construction kit—written in Amiblitz 3.10.1—lets users design games of every genre without coding.
The latest version, 0.9.58, refines both workflow and performance for AGA and ECS Amiga systems. It adds smoother object handling, improved debugging, and faster sprite management. With these updates, users can focus more on creative design and less on technical troubleshooting. Whether it’s a simple side-scroller or a full-length adventure, RedPill keeps the process direct and rewarding.
Jens “Farbfinsternis” Henschel has written a detailed tutorial to guide new users through setup, graphics import, and level creation. The tool requires about 2 MB of RAM for editing and 1.5 MB for running completed games through its standalone player. It works reliably on both original Amiga hardware and emulators, making it accessible for nearly any retro setup.
https://www.amiblitz.de/Amiga RedPill Creator thrives through community involvement. Its developer listens closely to user feedback from Amiga forums and integrates many suggestions into each release. The toolkit supports advanced features like parallax scrolling, physics, and sound effects, giving developers flexibility within the Amiga’s original limits.
For hobbyists and independent creators, Amiga RedPill Creator offers an enjoyable, hands-on way to craft games that feel authentic yet modern. It celebrates what makes the Amiga platform special—creativity, collaboration, and technical ingenuity.
RedPill v0.9.58 Release notes
- When two Play Animation triggers are used simultaneously if the first one is
non-interruptible the second one will be ignored. - Changed internal code to make internal usage of memory less prone to
fragmentation and to run out of memory. - Importing and exporting maps in Tiled format now allows to add an offset to
the tile number. - Tiled exporting now exports the map size and tile size.
- Change tile and Change last tile collided now have an extra parameter that
allows to set the tile or add a value to the affected tile. - Added some improvements when loading and saving files.
- When adding frames to a spritesheet the frame offsets were the old ones, this
has been fixed. - Fix for collision box visualization when using the FX layer.
- Fix for FX layer being cleared when using Change Tiles trigger.
- Improvements when copy&pasting projects.
- Refactoring in the code that handles enemies vs enemies collisions.
- Improved formula for memory calculation in Mem Info.
- Collision box visualization in the editor has been optimized.
- Optimization and extra checks in level tiles handling.
- Contains Tile Tag and Change Tile Area trigger optimization.
- Absolute Zero loading image is fixed.
- Fixes in Astro example project.
- Fixes to the UIBars example project.
- Fix for trigger comments not being memory safe.