Started by Trebmint, 11:05, 12 July 10
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Quote from: Trebmint on 11:05, 12 July 10I've been pondering over the past few days how I would attempt to write a game creator for the cpc, and was wondering how other people would attempt to do similar. In fact I was trying to recall any serious game creator for the cpc and only really came up with things like GAC, Freescape and possibly Zack (never released) In my head the best way to attempt such a beast would be to involve no programming for the user (unless they wanted), almost certainly a PC based application that creates snapshots which can run immediately via emulation. Mainly this is for speed, and potential to work across a team, and share resources. The central point of the creator would be an assembler so that plugins could be reassembled to make the style as compact and flexible as possible. So how would you attempt this?
Quote from: arnoldemu on 12:04, 12 July 10Are the plugins intended for different types of games?In terms of a game creator, a flexible way would be to allow the user to create a set of "timelines" and to package all the elements they need together in a project.In the timeline you can put down events in time (check for key press, trigger animation, goto etc).The editor would compile these into a form that the game code would run.Here you would have lots of flexibility for the user to create what they want, but the downside is the "engine" executing these may not run fast on the cpc.Depending on how you implement it, you either have to create almost all the tools (gfx conversion to cpc, map editors, game code to run it), or you could join together other tools with your own build system.EDIT: There are probably enough tools out there, that you could choose to create a build system and join them together.map editors, gfx converters etc...
Quote from: Targhan on 20:38, 12 July 10Do you want to make a "universal" editor, which you can make *any* kind of game, or specific ones ? GAC is for adventure game, so is PJA (to be added to your list).I wanted to spread my own kit to make "Orion Prime"-ish kind of game, as the scripting is quite evolves, but gave up, as I think no one would really use it...Anyway, my opinion on your project is that it is completely & overwhelmingly difficult if you want to be able to create any kind of game, and at the end it will be too slow to have a nice arcade game, because fast games requires specific codes. Look at these spanish gamed, made with the same development kit. They are nice, but they can't do anything else than three sprites, no scrolling and background made of little tiles. Now look at a fast&furious game like Dead On Time : it has specifically made code. As "simple" as this game can be, I don't think it was an easy task to do... Nor do I think an editor, however good it can be, can achieve such result.
Quote from: Executioner on 15:54, 13 July 10ZACK was actually almost completed, but there was no sound fx/music editor and very little room left in the 128K to implement it. Perhaps if I had known all the OO stuff I know now 20 years ago, I might have managed to get it all to fit. It does require some programming knowledge, but it's pretty basic stuff like CLEAR SCREEN, PRINT, MOVE OBJECT etc.
Quote from: Trebmint on 19:15, 13 July 10 How did that language actually work, was it Pcode or actually compiled into z80.
Quote from: Executioner on 15:54, 13 July 10... Perhaps if I had known all the OO stuff I know now 20 years ago, I might have managed to get it all to fit.
Quote from: MiguelSky on 23:57, 13 July 10EDITO : Ah !! And TommyGun at http://www.users.on.net/~tonyt73/TommyGun/ joins various multisystem programing tools.
Quote from: Gryzor on 09:58, 14 July 10I had a quick look - exactly, TommuGun seems to be more of a programming tool than a game creator...
Quote from: Trebmint on 10:35, 14 July 10 Well yes Tommygun is an exceptional editor, but I think when developing such tools today you have to look at who you are writing for, and the truth is the numbers of people with the time and skills to write a z80 masterpiece from scratch (even if you have upto dat tools) is very small. The game creator I envisage is yes limited, but also visual and instant results, and simple to change from the samples. That way I hope to get a number of users, and with users will come additional plugins extending the range of games
Quote from: TFM/FS on 04:16, 14 July 10Really? I always had the impression that OO makes is slow and blows it up.
QuoteMaybe the solution would be to use a CPC with more than 128 KB (or another OS).
Quote from: Executioner on 05:48, 16 July 10Yeah, right. That must be why the whole industry has embraced it then! Seriously, if you implement OO correctly it shouldn't slow anything down much, and is usually a cleaner way of implementing complex functionality without loads of conditional code. Admittedly, the Z80 isn't ideal for OO, but it can do it.
Quote from: mr_lou on 08:01, 16 July 10I've learned that OO coding isn't the most optimal way of coding on limited platforms. Objects take more memory than primitives, and accessing objects rather than arrays with primitives are slower. At least that's how it is on the J2ME platform, which is why a lot of J2ME coders say that J2ME != JAVAI don't think it means that much today with all the new high end phones, but a lot of J2ME coders still avoid OO coding to gain more speed and memory, because they still want their game to be compatible with older devices.
Quote from: robcfg on 02:20, 17 July 10For machines like our beloved CPC, OOP is completely overkill, but hey! I also enjoy playing Bioshock 2 on my Xbox 360. They are on completely different leagues, and OOP is therefore more suitable to the bigger one.
Quote from: mr_lou on 07:14, 21 July 10Anyway... if you're making a game-creator, to be run on PC, then how about implementing options to compile for multiple platforms?
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