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Jonathan Cauldwell

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A member registered Feb 03, 2014 · View creator page →

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You should display the text on screen yourself using messages.  There's also a WAITKEY command that will just wait for a keypress and won't set the controls

Briefly, check that you have put a player sprite in your preferred re-spawn position on every screen on which the player might die.  If that doesn't work, post on the AGD forums with a little more detail

AGD has a CONTROLMENU command that waits for the player to press 1, 2 or 3 and sets the controls to keyboard, Kempston or Sinclair joystick accordingly

the BEEP command creates beeper effects.  It should all be explained in the AGD documentation

It's a file that when loaded into an emulator loads and runs the game.  If you wish to play a game on a Spectrum emulator you usually load .TZX or .TAP files

Screen characters are formed by a collection of 8 bytes, 256 bytes apart from each other.  One simple way is to have a "character map" of 768 bytes (32x24) in memory to store the characters at each screen location, then the colour attributes would not matter.

AGD supports 16x16 or 16x24 sprites.  For anything else you'll need to use more than one sprite whether in AGD or MPAGD

Yes, there's an option to create a .TAP file

Not at present although it would be perfectly suited to that machine.  We'd need a volunteer to convert the compiler (relatively straightforward) and engine (requiring a TI-99/4A expert).  I'm always happy to help if anyone wishes to step forward.

Once you've opened the lower screen for printing, make sure you reset the cursor position to the top left.  Printing chr$ 22, chr$ 0 and then chr$ 0 will do that.  Then you should be able to put another 64 characters in the bottom panel.  Don't go beyond that or that part of the screen will scroll up

I don't understand what you're trying to do.  If you want to scroll the screen just call the ROM routine at 3582

When using the ROM routines you need to open the channel to display things on the bottom two lines.  Putting 0 or 1 into the accumulator and calling 5633 will do the job.  When you want to display on the rest of the screen, call 5633 with 2 in the accumulator.

Yes, that's the way I have always written games.  X is the distance from the top of the screen, Y is the distance from the left edge.  I usually put comments in to warn people that's how my routines work

No plans at present.  Unfortunately it has to use a lot of Windows system calls

A while ago I was thinking about adding an import/export option via a SCREEN$ file if that would be useful?

Yes, if we can find experts on their machine who are willing to convert the engine and compiler.  Help and advice is not far away, the engine is fully annotated and the compiler is written in C so only requires a few simple changes.

Fair comment.  That will be a standard feature in any future ZX81 games, beginning with a Defender clone I wrote for Cronosoft recently

Not aware of one, there are too many.  Probably around 300 games authored with the various versions but I lost track a long time ago

Just use the beeper effects and have some nice AY music, that's what most users do

No specific version in mind; just download it, make sure you don't have spaces in the path and you should be good to go

These are excellent tutorials!

I have a Next engine and compiler but it's based on the TC2048 versions.  Hoping to add Next sprites at the very least before releasing it and maybe adding more functionality later.  Until then you could use the 8x1 attribute mode of the Timex to create more colourful games for the Next and other machines that support that mode

The build process uses a batch file in the relevant subdirectory, eg Suite ZX.  There's a build.bat file with a load of DOS commands to build and run the game in an emulator so by playing with that you could see how far it gets before it crashes

There's a tool to do it for you, it's called MPAGD Musicizer.  I don't have a link but do a quick web search for it

It's difficult to say.  We need an experienced C64 developer to convert the engine and compiler from an existing 6502 machine

If you post on the forums and describe the problem in more detail maybe someone will have encountered the problem before.  The first thing you should probably check is that you haven't included any spaces in the path.  But this isn't really the place for this discussion  :)

Yes

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Excellent, thank you for letting me know!  The 16 bank ROM card looks like a handy piece of kit, maybe I'll have to write more stuff for the ROM.  Meanwhile I'll give your website a link from mine

I forgot to update the build suite to copy user.asm into the relevant directory before assembling.  It will be updated in the next release, meanwhile there's a quick fix at the AGD Forum

The build process for each machine is configurable, you simply need to edit a batch file to fire up a specific emulator

Anyone can use this tool, it's simple and flexible

There's a manual in the Docs subdirectory.  The first section explains how to use the editors and the second is a language reference manual complete with examples of how to use each instruction

It might be best to talk to Sebastian Braunert and the guys behind Pi-dentity, I think they hacked the tool to get around some sound issues

It won't export if there are errors in compilation.  Take a look on the AGD forums and see if the errors you're getting have been reported before, it's probably something simple.  If not, create a new post and we'll try to help

Excellent work Mr G, I think this is my favourite MPAGD game.  A good map and some depth to this

There should be a Word document in the zipfile, AGD48.doc

The editor program uses a lot of Windows functions so would need separate include files for Windows and Linux, it's currently just one solid block of twenty-odd thousand lines of C (yes, I know...)  The compilers don't use any Windows calls if I remember correctly so they should be straightforward enough.  The other thing is that the project is ongoing so we'd need someone to commit to the project to convert any future Windows calls that are included.  As ever, I'm always happy to co-operate if someone wants to help

I'll do a 64-bit build soon, probably for the next release

Try downloading version 0.7.8 and see if that fixes the problem.  If the emulator is still coming up and then exiting then there might be a problem with that emulator.  However, I've just added an option to export .tap files so you should at least be able to select File->Export game to create a file that should run on another emulator

Since the tutorials were made I've added Kees van Oss' build suites so you're probably better pressing F5 to test rather than following the videos to the letter.  The tool should build and run your game automatically now so try that and see if that works