Post by andrewvanbeck on Oct 15, 2015 6:08:09 GMT -5
I'm not sure AGD will ever go back to the speccy based IDE, which is a good thing - I mean, it abstracts everything away from the limitations of the speccy, we'll hopefully see an end to the weird memory bugs that can kill a project. I think that the plan is to have different incarnations of the engine, which will probably kill the speccy IDE outright, instead we'd be able to choose the engine variant that suits the game, or has the specific features that are required. It might even mean we can use a version that has a larger sprite limit, which would be awesome... and it leaves the gate open for things like AY or Beepola music support.
Really I wouldn't be surprised if 4.6 is already pushing the limits of what can be done directly on the speccy, the memory issues, I'm betting that Jonathan is damn glad to have a relatively clean slate with this version, and we'll have so much more memory to play with it'll be awesome.
Post by andrewvanbeck on May 4, 2016 5:27:37 GMT -5
Only the IDE though, I mean - if your using an emulator like most, then it doesn't matter - your finished game will work on 48k, it's just the editor that won't. I tend to use Spectaculator as I like the tape deck features, but Spin is damn useful as well and is free - anyway, I write my game using an emulator and save frequently, then record to a fresh .TAP file, and that loads into any old Speccy.