#Amiblitz
AmiBlitz Test 2 (with double buffering)

#amiga #amiblitz
October 19, 2025 at 8:56 PM
Wonderful to chat with Sven about Blitz Basic today, the developer of AmiBlitz, and the topic of an upcoming video.
June 17, 2025 at 1:53 PM
I continue to be hooked on AmiBlitz in my evenings. I should really finish Pump House Panic so I can tinker with the next idea.
July 7, 2025 at 10:16 PM
Amiga Programming in 2025 with AmiBlitz
Amiga Programming in 2025 with AmiBlitz
Hackaday Article
hackaday.com
August 11, 2025 at 5:00 AM
Did you ever want to write games for the Last Home Computer? Blitz Basic (now AmiBlitz 3) is a great and approachable way to start making games, and Neil has made a lovely video that shows how to get the passion back for making games. I like the analogy to knitting and sudoku — approachable hobby!
Video: youtu.be/DES1oyCOSYs
Can I hack together a Commodore Amiga game with Blitz Basic? Let's scratch a 33 year itch.
Can I Write an Amiga Game? Trying Blitz Basic in 2025
YouTube video by The Retro Collective
youtu.be
June 24, 2025 at 5:04 PM
I wonder how many Lemmings you could get walking about using AmiBlitz.

It's interesting - and fun, that you can do a "simple" version of Lemmings in high level languages - even on older computers.

I did get a boxed Blitz2+manual recently so.. who knows.

www.youtube.com/watch?v=DES1...
Can I Write an Amiga Game? Trying Blitz Basic in 2025
YouTube video by The Retro Collective
www.youtube.com
August 11, 2025 at 9:12 AM
Another #Amiga Blitz #Basic stream tonight, I'll be looking at the latest AmiBlitz 3 release as well as exploring Copper commands from the extended Blitz command libraries. Starting at 8:30pm BST: www.twitch.tv/daedalus2097 #retro #gamedev
Daedalus2097 - Twitch
Amiga user since before they were retro. Hardware and software developer, general nerd.
www.twitch.tv
February 20, 2026 at 4:33 PM
AmiBlitz 3.13.0b gives classic Amiga coding a serious tune-up: smarter memory pooling, cleaner Blitz BASIC libraries and useful IDE fixes for 68k developers. A small update with real impact. #Amiga #AmiBlitz #BlitzBASIC www.generationamiga.com/2026/06/27/a...
AmiBlitz 3.13.0b brings smarter memory management to classic Amiga coding
There are software updates that arrive with fireworks, banners and a feature list so loud it almost needs its own power supply. AmiBlitz 3.13.0b is not one
www.generationamiga.com
June 27, 2026 at 10:18 AM
The Amiga is 40 years old today. I'm getting into the platform recently. Aside from Deluxe Paint and BlitzBasic/AmiBlitz, what are some of the must-have applications for it?
July 23, 2025 at 8:50 AM
My own experience is with Blitz Basic (or AmiBlitz for newer versions) - a versatile and powerful language that still has good support! Some still prefer AMOS or AMOS Pro and that has a real following too. Scorpion Engine is worth a look as a 'modern' game dev tool too! Lots of games made in that.
November 13, 2024 at 3:51 PM
amiga-news.de - Game Construction Kit: RedPill 0.9.58
RedPill, developed by Carlos Peris, is a game construction kit written in Amiblitz 3.10.1, which allows the development of games from various genres. RedPill is compatible with AGA and ECS, the "player" for playing the finished creations requires a total of 1.5 MB RAM. Jens 'Farbfinsternis' Henschel has written a tutorial. The new version 0.9.58 provides many fixes and improvements (video): 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. (dr) [News message: 06. Oct. 2025, 21:06] [Comments: 0] [Send via e-mail] [Print version] [ASCII version]
dlvr.it
October 6, 2025 at 10:49 PM