Ooze (Spectrum 48K / 128K)
Δημοσιεύτηκε: 28 Μαρ 2017 20:46
Η updated/fixed 1.5 έκδοση του Ooze (Spectrum128K)Nemo έγραψε:
και η φρέσκια 48k έκδoση Ooze (Spectrum48K)
Η updated/fixed 1.5 έκδοση του Ooze (Spectrum128K)Nemo έγραψε:
Nemo έγραψε:
Deep Core Raider 1.1 (ZX): ενα Thrust clone απο τον Paul Jenkinson οποιος καθε αλλο παρα πρωταρης ειναι με την αναπτυξη νεων τιτλων για τους Spectrms με το A.G.D. (Kyd Cadet I/II/III,BaldyZX Antiquity Jones ,Toofy's Winter Nuts )
Μαλιστα εχει δημιουργησει μια σειρα απο video βοηθηματα/tutorials για την δημιουργια νεων παιχνιδιων με το A.G.D.
http://www.cpcwiki.eu/forum/programming ... #msg159524Lots of bug fixes this time, this has been tested with several games and as part of that I converted a couple of existing Spectrum games to the CPC. All good fun although I'm sure there are people here who'll make better use of the Amstrad's graphics than I ever could so I'll let others look into converting Spectrum AGD games. There are dozens of games that could be given a CPC conversion though.
Multi-Platform AGD is now an all-in-one program. Blocks, sprites, objects, screen layouts, map, font, palette, sprite/object positions... there are editors for everything except code so you'll have to edit the scripts separately. It will even export the game as an assembly language listing; all tested with 2500AD, SjAsmPlus and the assembler built in to WinApe.
Direct d/load link http://s3.spanglefish.com/s/22323/documents/v0.6.zipMulti-Platform Arcade Game Designer 0.6 (Windows 64-bit)
This is a Windows program that turns programs written in a simple scripting language into assembly language. There are editors for sprites, blocks, screen layouts, there is even a script generator allowing the user to get started with some common templates. The language is considerably more powerful than the Spectrum and CPC versions with WHILE loops, READ, DATA and much more.
AGD will produce games for the Spectrum, Amstrad CPC464 and Timex Sinclair/Next ... with more machines in the pipeline (? BBC ?).
και πάνω που λέγαμε ότι έχουμε ελλειψη από speccy portsFormats supported at present are Spectrum, Amstrad CPC464 and Timex Sinclair TS2068.
Kees van Oss is 90% there with an Acorn Atom (6502!) conversion of the engine and compiler and we have people interested in doing one for the BBC/Electron and possibly another for the QL.
There is an x64 download over at my website which, along with the executables and documentation, includes source code for the engines (Z80 asm) and compilers (plain old C).
What we don't have, as yet, are people interested in converting AGD to machines like the C64 or Vic 20.
There are still plenty of issues to address but it's high time I released another version to fix a few older bugs and to make life easier for those using version 0.6. There's lots here; more tools, extra commands, new and improved editors and other stuff besides. MPAGD now fires up a code editor to edit the events and messages - it defaults to Notepad but you can change that. You can even integrate Kees van Oss' build suites to automate the whole build process.
https://twitter.com/ZXSpectrumDev/statu ... 1623070720My jaw has just hit the floor. Have just learned that AGD has been used to create 150 Spectrum games, I had no idea it was anything like that many. Astonishing! Well done everyone, glad you've managed to find ways around the program's quirks and hope you enjoy the new version!
http://arcadegamedesigner.proboards.com ... d-machinesFor the record, I'm more than happy to assist with conversions to other machines. In fact, this is the main reason why I include the source code for the Spectrum/CPC/Timex engines and compilers. The engines are even fully commented, line by line. Any help requested in understanding the engines or compilers will be given, developers only have to ask. I can also assist by creating editors for new machines and creating the output for blocks, sprites etc in the format required for the new engines.
Most of us probably know by now that Kees van Oss has been busily working on an Acorn Atom (6502) conversion and this is in an advanced state. Excitingly, we may also be making progress towards a 6809 engine too!
Anyway, here is the conversion situation as it stands:
Atom
Dragon
Coco
MSX
Commodore 64
Enterprise