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Post by sinclairfan on Mar 4, 2019 21:10:05 GMT
Hello all!
I just discovered AGD, my god I would have killed for something like this in the 80s!
but I have questions if you have time to help
1: Can I only do platform games with this or is it also possible to create games like:- 3D Space Wars (Hewson), Cavelon (Ocean), Dictator (Dk'Tronics), Pentrator (Melbourne House)
2: are there any books on AGD that I can buy?
3: if no to question 2, do you have a complete listing of all AGD language commands with a full explanation of each that I can buy/download?
4: Do you recommend using AGD on a real Spectrum or on an emulator?
5: I am not a programmer, am I capable of actually creating a game with this?
6: Not a question but a huge thank you for making this awesome software! (Do you have a patreon we can join?)
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Post by nra on Mar 5, 2019 2:47:45 GMT
Welcome aboard, Sinclairfan)
1) Arcade* Game Designer should give you a good hint that it's mostly about flip-screen (non-scrolling) platformers, quests, adventures, and puzzles (including text and screen-by-screen Dictator). For scrollers you'd rather check PGD.
2) Using a proper version of AGD you can load almost* any AGD-game and learn from the code.
3) There's a FAQ* in the package for the latest 4.7, yet if there're questions--just ask)
4) While it's possible to use a PC x64 compiler, I prefer any emulator because of many configs, let alone time-back features.
5) Frankly speaking, mostly we are no 'real' programmers, yet it's pretty simple--so just learn creating something funny while enjoying; and don't be too shy to ask question.
6) Yes, Jonathan has been doing great work--I would really love such a tool some 25 yrs ago--and still enjoy it.
Cheers
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Post by sinclairfan on Mar 8, 2019 20:39:54 GMT
Welcome aboard, Sinclairfan) 1) Arcade* Game Designer should give you a good hint that it's mostly about flip-screen (non-scrolling) platformers, quests, adventures, and puzzles (including text and screen-by-screen Dictator). For scrollers you'd rather check PGD. 2) Using a proper version of AGD you can load almost* any AGD-game and learn from the code. 3) There's a FAQ* in the package for the latest 4.7, yet if there're questions--just ask) 4) While it's possible to use a PC x64 compiler, I prefer any emulator because of many configs, let alone time-back features. 5) Frankly speaking, mostly we are no 'real' programmers, yet it's pretty simple--so just learn creating something funny while enjoying; and don't be too shy to ask question. 6) Yes, Jonathan has been doing great work--I would really love such a tool some 25 yrs ago--and still enjoy it. Cheers Thanks!
one more thing. I am no programmer and I am going to make a ton of errors in my code, even very very basic code.. am I liable to crash the system or has it got extensive error checking built in that will catch my errors?
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Post by nra on Mar 9, 2019 9:46:36 GMT
Sinclairfan--and How do people learn something?--(A) Following the teacher (someone better at something), (B) going their own way by 'trial and errs', or (C) combining the two. So you also can check some interesting how-to pieces from others, making your own "what-ifs" wisely.
Planning is a must! While one can't do without algorithmization, it's no rocket science--just a step-by-step/scalable description of some actions/routines. You can start it on the paper in pseudo-code, zooming-in to add specifics and zooming-out to structure the backbone.
As for me, I prefer using different configs/ROM/multiface/peripherals with FullHD+ multicolour/ULA/gigascreen/retro video plugins, enhanced stereo AY sound, joystick, Kempston mouse emulation, and even occasionally ZX Printer--comfortably insta-loading, playing, debugging, and replaying or RZX-watching under a modern hardware.
Sometimes (especially with external code or massive changes) the app MAY still lock up or go wrong, so insta- and auto-saving is a must for me, so better to be safe than sorry.
Check a couple of AGD-authored games to get the general idea, then try making a simplified versions of something similar, leaning the code and getting accustomed to the process. Otherwise, start with a clean room, modifying the control and adding new objects, rules, entities to make it more interesting and FUN.
Of course, it's about a one-man army of a kind (coder + level designer + artist + composer + funmaker + . . . .), yet if you really want it, they you'll have it--or even better.
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