Post by Jonathan Cauldwell on Mar 17, 2019 14:14:30 GMT
Version 0.7.3 is out, and this time it runs on both 32-bit and 64-bit versions of Windows.
Some additions since last time...
There's a new option to import AGD/AGDX games from TAP files, new options in the script generator, imported games will now convert the CONTROLMENU command into equivalent code with a place where you can add a new redefine keys routine, there's a new tool for automatically checking mistakes, 2 default fonts, numerous bug fixes and support for the Acorn Electron, Dragon/Coco and Enterprise machines.
It's quite cool being able to just click the mouse and have MPAGD automatically generate code to make a drone sprite orbit the player. With a quick change to the script you could make it orbit an enemy sprite instead so how about having a boss sprite with several orbiting sprites firing at the player? Simple! Pushable block sprites are also now an option in the script generator. MPAGD will generate code reasonably intelligently and where code is required in multiple events it will generate that too, provided you are generating code for that event at the same time. Even your control menu and redefine keys routines are written for you, though you can always change them if you so desire.
Going forward I have a few ideas for sprite movement editors. Sine waves, circular motion, maybe waypoints. All possible thanks to the fact that MPAGD's sprites have local READ, DATA and RESTORE commands. That said, don't worry too much about RESTORE, READ is cyclical on MPAGD so you don't get "E Out of DATA" errors like in Sinclair BASIC, it just loops automatically.
There are bug fixes to the Spectrum, Timex, Amstrad and Next compilers and these now have an option to produce output specifically for SjAsmPlus in order to create the binary. The CPC compiler now has an additional option to produce code for WinAPE.
The documentation has been updated with a few screenshots and now runs to 52 pages.
Thanks go to the awesome Kees van Oss for putting together the 32-bit stuff, complete with build suites.
You'll find the new version here.
Have fun folks!
Some additions since last time...
There's a new option to import AGD/AGDX games from TAP files, new options in the script generator, imported games will now convert the CONTROLMENU command into equivalent code with a place where you can add a new redefine keys routine, there's a new tool for automatically checking mistakes, 2 default fonts, numerous bug fixes and support for the Acorn Electron, Dragon/Coco and Enterprise machines.
It's quite cool being able to just click the mouse and have MPAGD automatically generate code to make a drone sprite orbit the player. With a quick change to the script you could make it orbit an enemy sprite instead so how about having a boss sprite with several orbiting sprites firing at the player? Simple! Pushable block sprites are also now an option in the script generator. MPAGD will generate code reasonably intelligently and where code is required in multiple events it will generate that too, provided you are generating code for that event at the same time. Even your control menu and redefine keys routines are written for you, though you can always change them if you so desire.
Going forward I have a few ideas for sprite movement editors. Sine waves, circular motion, maybe waypoints. All possible thanks to the fact that MPAGD's sprites have local READ, DATA and RESTORE commands. That said, don't worry too much about RESTORE, READ is cyclical on MPAGD so you don't get "E Out of DATA" errors like in Sinclair BASIC, it just loops automatically.
There are bug fixes to the Spectrum, Timex, Amstrad and Next compilers and these now have an option to produce output specifically for SjAsmPlus in order to create the binary. The CPC compiler now has an additional option to produce code for WinAPE.
The documentation has been updated with a few screenshots and now runs to 52 pages.
Thanks go to the awesome Kees van Oss for putting together the 32-bit stuff, complete with build suites.
You'll find the new version here.
Have fun folks!