Author Topic: Arcade Game Designer  (Read 1542 times)

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Offline Jonathan.

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Arcade Game Designer
« on: 03:22, 18 February 18 »


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...


Offline jesusdelmas

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Re: Arcade Game Designer
« Reply #1 on: 16:54, 18 February 18 »

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...




thanks a million!! amazing job. this version means that the spectrum tutorial that its on youtube will work for the amstrad cpc as well???


 :)

Offline robcfg

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Re: Arcade Game Designer
« Reply #2 on: 17:19, 18 February 18 »
Hi @Jonathan ,


Could you upload the files here too? I'd like to take a look but I honestly don't want to register in another forum, and I cannot download the files there, as I'm not registered.


Cheers,
Rob

Offline Jonathan.

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Re: Arcade Game Designer
« Reply #3 on: 20:40, 18 February 18 »
Didn't realise I could do that until I read your post so here you go, it's attached.  I've added some executables too so no need to use a C compiler to build the AGD compilers any more.  C source code is still included though.


Offline SRS

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Re: Arcade Game Designer
« Reply #4 on: 21:09, 18 February 18 »
Nice !

Somehow I do not manage to get test.agd compiled to one ASM that WinAPE "compiles" and after that it is runable on Emulator ...

ASM generated in Attachments:


« Last Edit: 21:48, 18 February 18 by SRS »

Online johnlobo

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Re: Arcade Game Designer
« Reply #5 on: 16:04, 19 February 18 »
Didn't realise I could do that until I read your post so here you go, it's attached.  I've added some executables too so no need to use a C compiler to build the AGD compilers any more.  C source code is still included though.


I have tried to build the example project (skeleton.AGD), but when I try to assemble the generated asm file in Winape, I get 46 undefined symbol errors... :-(  ...what am I missing??

Offline SRS

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Re: Arcade Game Designer
« Reply #6 on: 19:26, 19 February 18 »
It doesn't seem to include "WINDOWTOP" etc. to the ASM-Source ?

If you use the ZX Compiler or Next one it does put them after game engine (lines 3500 and onward)

Code: [Select]
; Game-specific data and events code generated by the compiler ------------------


WINDOWTOP equ 1
WINDOWLFT equ 9
WINDOWHGT equ 22
WINDOWWID equ 22

which "confuses" Assembler ?
« Last Edit: 19:29, 19 February 18 by SRS »

Offline jesusdelmas

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Re: Arcade Game Designer
« Reply #7 on: 02:20, 20 February 18 »
i dont know how to open this AGD0 file, i dont know if i need the AGD 4.7 for spectrum and later complile the game for amstrad, or just use the cpc 1.4 version..


im new in this so if there is a tutorial it will be very helpful for me :)


thanks anyway!




Offline billamu

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Re: Arcade Game Designer
« Reply #8 on: 04:06, 20 February 18 »
Hi jesusdelmas. AGD 1.4 is run on an Amstrad computer or emulator, whereas this is a Windows-based workflow - the .AGD file is a text file that can be exported to an assembly language file that in turn can be compiled to machine code, and run on the Amstrad.

...if we can work out how to do so!  :)

I copy-pasted both of SRS' code into WinApe and compiled it... yes it compiles, and it had a couple of doubles, but after I removed them it doesn't appear to run.

It would be great if someone works out how to make this work!

Offline jesusdelmas

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Re: Arcade Game Designer
« Reply #9 on: 14:48, 20 February 18 »

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...




Hi!!! i sorry to bother you, but can you tellnus how to run this AGD in an amstrad emulator? (win ape)


it is being really hard make this work...


thansk a million anyway  :)