It has been a busy week but the editorless version of AGD has now been ported to the CPC. Unlike the editor version that runs on the CPC itself, this is a full implementation of all the functionality that exists on the editorless Spectrum and Next/Timex versions. So MENU, WHILE/ENDWHILE, READ/DATA/RESTORE, CONTROL, EXPLODE and much more are supported.
Converting games to or from Amstrad and Spectrum should be a doddle, it's little more than a case of pasting in new graphics. Beyond that there are palette differences and the Spectrum has KEMPSTON and SINCLAIR as control options where the CPC has JOYSTICK0 and JOYSTICK1. Redefineable keys are also an option, which was a concern for many with the previous CPC implementation.
If you can develop a game for the CPC with this you should be able to port it to the Spectrum with very little difficulty, and vice versa. There are dozens, if not hundreds of users, mostly Spectrum ATM so hopefully we'll get some crossover and more games for both platforms. As always, it's all done in a very simple scripting language inspired by BASIC. There's an example program, Test.AGD included as well as a skeleton program to start you off with your own creations. There's a directory with some coding templates too - platformer controls, timer bars, pushable blocks and other stuff are covered there.
Please take a look. It's all source ATM so you'll need a C compiler to build the compiler. I'm still using X86 which is why I've not included executables but if you can compile to x64 do feel free to make your executables available to others.
Download
here.
Finally, I'm hoping to turn AGD into a truly multi-platform 8-bit game development tool (an Acorn Atom version is looking promising) so if you know anyone who might be interested in getting involved do let me know! CPC graphics/screen editors would be really helpful and I'm always looking for more masochi.. er, I mean volunteers to convert this to other platforms. Please spread the word...