Enterprise Forever

:UK => Programming => Topic started by: Jonathan on 2018.November.25. 00:46:28

Title: Arcade Game Designer for Enterprise
Post by: Jonathan on 2018.November.25. 00:46:28
Hi guys,

My name is Jonathan Cauldwell and I've been a ZX Spectrum developer since the late 1980s.

For the past few years I've been developing an arcade game designing tool, first on the Spectrum, then on the Amstrad CPC464 and of late a multi-platform version that (I hope) will expand to cover every 8-bit machine.  Arcade Game Designer started out in 2008 and over the years has evolved into a seriously useful tool.  I have lost count of the number of games that have been written with AGD, it runs into hundreds now and more are written all the time.

I'm presently working on a multi-platform version of Arcade Game Designer.  I've coded compilers and engines for the ZX Spectrum, Amstrad CPC464 and Timex TC2048.  Others are converting these to the Acorn Atom, Dragon 32/64 and Acorn Electron/BBC.  I'm also writing Windows x64 editors so users can create games that work on a large number of platforms.  It can already import dozens of the games written on the Spectrum and these can be converted to other formats.  This alone could mean a substantial number of new games for the Enterprise!

What I'm looking to do here is to get an Enterprise compiler and engine up and running and wondered if there any advanced coders here who would be interested in converting the code to the machine?  Although I'm a Z80 coder I have lots of things to do on this project and realistically, I cannot devote the time to learning every machine and converting the CPC/Timex/Spectrum engine code.  Besides, you guys know the machine better and would do an infinitely better job than I ever could!  I will give every assistance I can, I've been programming the Z80 for 30 years (that makes me feel old) and am quite happy to write editors to take advantage of the Enterprise's graphics capabilities.

So, what are your thoughts folks?

Multi-Platform Arcade Game Designer can be downloaded from my download page here: http://www.spanglefish.com/egghead/index.asp?pageid=397755
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2018.November.25. 02:16:23
I know about his project. What he means is that, once an Enterprise version of his editor where ready, automatically we will have free access to a lot of already made  and upcoming games  to try. Enterprise only characteristics can also be added to the standard motor.

I think it is a very good idea, no more isolation for our loved computers.
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.November.25. 10:19:44
Hello Jonathan

Welcome here.
This is a great idea.
I saw several speccy AGD games, and once i started to check CPC AGD to convert to Enterprise, but it stopped shortly i do not know why.
I would convert Speccy version, and CPC version also to Enterprise, and i would try to add EP specific stuff to the converted CPC version, I would like to convert both, because lot of AGD games looks better on Speccy Attr screen, or if I can, I include Speccy attr mode, and EP attr mode into the converted CPC version.

May I ask the sources of AGD for trying to make EP version? :)

Regards:
Noel
Title: Re: Arcade Game Designer for Enterprise
Post by: ron on 2018.November.25. 12:00:34
Hi Jonathan ! great to see you here !

As you said, I think it's a great idea. There is a user on our site, retrowiki.es who has done the same but for the Dragon and Tandy CoCo microcomputers.

They have ported the AGD from Z80 to Motoroloa 6809 and with this they have managed to make many of the AGD games of ZX Spectrum work now in Dragon

http://www.retrowiki.es/viewtopic.php?f=62&t=200034092
http://www.retrowiki.es/viewtopic.php?f=62&t=200034116
http://www.retrowiki.es/viewtopic.php?f=62&t=200034108

I have the impression that thanks to the characteristics of the Enterprise could achieve something really amazing. Go ahead with it, if we can help something, let us know.

Regards.

ron.
Title: Re: Arcade Game Designer for Enterprise
Post by: endi on 2018.November.25. 20:38:30
this is cool
is this engine supports character modes and maybe scroll?
Title: Re: Arcade Game Designer for Enterprise
Post by: Jonathan on 2018.November.25. 22:19:40
Thanks for the replies folks, great to see so much enthusiasm!

Ron, I've been following the progress of the Dragon version, I'm bowled over by what has been achieved (and by Kees' work on the Atom too, for that matter) and am in regular contact with Kees.  The Dragon shares a graphics chip with the Atom so there are monochrome editors for that and the Atom, I'll be starting work on colour mode editors for the Atom and Dragon soon.

Geco, that would be wonderful!  You're welcome to the source code, it's included in the latest download at my site as part of the zip file.  The compilers you'll be interested in are CompilerZX.c and CompilerCPC.c and the engines are EngineZX.asm and EngineCPC.asm.  The engines are fully commented although there's a slight typo in the CPC engine, the second xorbk0 label needs changing to xorbko.  The Amstrad's screen width didn't really match the Spectrum so I had to resize the blocks and sprites so that games could be converted between the two without any major issues.  Take a look, let me know what you think.  Maybe take the best of both?

Endi, the Spectrum and CPC need specialist engines for scrolling so it isn't incorporated in those but there's no reason why it couldn't be added as an extra in the Enterprise version.  That said, there is an up/down/left/right starfield option for shoot-em-ups.

GFlorez, Absolutely.

Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.01. 18:07:57
First version of EP AGD compiler:
What should be modified: Speccy colour conversion, Dark black, is a very dark yellow on EP, I will, just I do not know by using a 256 table or modify the existing code
What should be added: Palette definition with EP specific modes, my idea:
EP0 mode: palette foll full screen
EP1 mode: different palette can be set for pixel line of the character for each colour (colour 0-8), with this every character line can be rasterized.
EP2 mode: every character line could get it's own palette.

AY emulation could not be tested yet, but sound has to be modified.

I could not reproduce full AGD files from SNA, all of them contained assembly instructions also, which was not recovered by WINAGD unfortunately, so menu does not work.
Title: Re: Arcade Game Designer for Enterprise
Post by: endi on 2018.December.01. 19:38:28
Does it not use Enterprise features yet?
---
tehát ez egyelőre még nem használ ep-s ficsöröket?
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.01. 19:48:37
tehát ez egyelőre még nem használ ep-s ficsöröket?
No, what i can build in max different palette modes into LPT.
This is only a compiler for AGD files, but it is possible to write converter to character mode also, only AGD file is needed which was written to character mode (graphics), or for any other mode.

Nem, de amit be tudok építeni az max az LPT -ben a különféle palettamódok.
Ez csak a Compiler az AGD file-hoz, de lehet írni convertert pl karakteres módra is, csak ahhoz kéne karakteres módra írt AGD. (a grafika), vagy egyéb más módra.
Title: Re: Arcade Game Designer for Enterprise
Post by: endi on 2018.December.01. 20:33:50
Nem, de amit be tudok építeni az max az LPT -ben a különféle palettamódok.
Ez csak a Compiler az AGD file-hoz, de lehet írni convertert pl karakteres módra is, csak ahhoz kéne karakteres módra írt AGD. (a grafika), vagy egyéb más módra.

I understand, so it depends on the author if there will be extra EP version.
---
ja értem, tehát a szerzőn múlik hogy lesz-e extra ep-s verzió...
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.01. 20:52:05
ja értem, tehát a szerzőn múlik hogy lesz-e extra ep-s verzió...
not necessarily, because the graphics can be drawn in WinAGD for Attribute mode and col 16 mode (CPC mode), and the sprites and graphics drawn for col 16 mode (based on rules) can be converted by compiler generated code to character (4 colour/character) mode graphics, only specific palette settings can not be done there (ex what is used by gracha), this could be coded manually into AGD file.

Nem feltétlenül, mert a WinAGD-ben meg lehet csinálni a grafikát attr módhoz,és 16 szín módhoz (CPC-n), és a 16 szín módra rajzolt sprite-okat ha bizonyos szabályoknak megfelelnek, át lehet konvertálni a compiler által generált kóddal karakteres módú grafikára, egyedül a spéci paletta beállítást nem lehet ott megvalósítani (mondjuk olyasmit, amit a gracha is használ), ezt manuálisan lehetne bekódolni az AGD file-ba.
Title: Re: Arcade Game Designer for Enterprise
Post by: IstvanV on 2018.December.02. 17:59:08
AY emulation could not be tested yet, but sound has to be modified.

It is a minor issue, but the frequency conversion is for CPC, Spectrum music converted this way will play at too low pitch. The code also seems to be based on an older version of the AY emulator, although the differences are only in optimization. Envelope emulation seems to be enabled in the code, but it is not called from the IRQ handler.

By the way, what is the purpuse of the variables VOLA, VOLB, and VOLC? I do not see them referenced, but perhaps they are used in the generated game code.
Title: Re: Arcade Game Designer for Enterprise
Post by: szipucsu on 2018.December.02. 19:05:07
AY emulation could not be tested yet, but sound has to be modified.
If there is some music, it should be rewritten using Midiconv, I think.
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.02. 21:06:59
It is a minor issue, but the frequency conversion is for CPC, Spectrum music converted this way will play at too low pitch. The code also seems to be based on an older version of the AY emulator, although the differences are only in optimization. Envelope emulation seems to be enabled in the code, but it is not called from the IRQ handler.

By the way, what is the purpuse of the variables VOLA, VOLB, and VOLC? I do not see them referenced, but perhaps they are used in the generated game code.
You are right, i took the code from profanation, and did not change the frequency recalculation, and VOLx remained from there also, and I forgot to insert the envelope routine into RST routine :oops: , and probably I have to enable 1KHz interrupt for envelope emulation, because as I heard music  used high frequency interrupts in AGD game, but until music can not be get automatically from snapshot, AY playback will not be useful.
Do you have a link for the latest AY amulation routine?
Thx :)
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.09. 15:51:52
Mistakes have been corrected, and modification: beeper will sound on right side, AY on left side
Title: Re: Arcade Game Designer for Enterprise
Post by: IstvanV on 2018.December.09. 19:39:34
Do you have a link for the latest AY amulation routine?

The version in Boulder Dash is probably up to date.
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.09. 20:42:11
The version in Boulder Dash is probably up to date.
Thx, i will check it :-)
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.10. 20:48:15
Updated EngineEP.asm
Which will probably change in the future by using 1KHz interrupt for envelopes.
Title: Re: Arcade Game Designer for Enterprise
Post by: KC on 2018.December.10. 20:50:05
Hello guys,

  my name is Kees and I'm a member of the AGDX lab. This is a community with AGD experts and we are expanding AGD and creating ports for other platforms to play/create AGD games. Until now we have a Spectrum, CPC, Acorn Atom, Acorn BBC and Dragon64 port. We also have Suites to convert, compile, assemble and emulate an AGD game with batch files.

I noticed that you already converted the compiler and engine for the Enterprise, nice job ...
If you want to know more about AGD and porting or if you have any problems/questions about AGD, please feel free to join AGDX lab. Just let me know if you want to join, then we can add you to the team ....

Greetings
Kees
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2018.December.10. 20:57:54
Hello Kees

Welcome here, 1st I would like to finish AGD compiler of EP, there are some stuffs to do.
Unfortunately I can not program in C, but I would join to the lab if I can help with any EP specific stuff.

Regards:
Noel
Title: Re: Arcade Game Designer for Enterprise
Post by: KC on 2018.December.10. 21:14:32
Hi Noel,

I think to test your engine, it's better to use an Enterprise Suite because I have written a lot of simple test AGD files to test several commands. I can help you creating the Suite, all I need to know is which assembler do you prefer (eg. Sjasm) and which emulator is a good one. This way you can test the AGD files in a CMD window and start the emulator with the created file.

This is a link to the ZX Spectrum Suite: https://drive.google.com/open?id=1m-KX0ivnEOEYY72G-5VA-kYaq0LxVrnR
- Just unpack the ZX Suite directory.
- Open a CMD window
- Then enter the ZX Suite directory and type eg. BUILD TESTMUL
- TESTMUL.AGD will be compiled, assembled and started in the Speccy emulator.

In fact, you don't have to program in C .... The compiler just translates the AGD commands to assembler and adds the engine to it. If some commands have to be changed, it will be small changes to the compiler.

Can you send me your e-mail address then I will ask Allan Turvey to add you to the AGDX lab.

Greetings
Kees
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.15. 18:51:50
latest version of AGD compiler:
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.15. 20:15:27
A minor error, your compiler creates, for example, the ASTRONAL.COM file with 0KB but also the astronaut_labyrinth.COM. executable with the long name of the ASM source file.
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.15. 21:25:45
A minor error, your compiler creates, for example, the ASTRONAL.COM file with 0KB but also the astronaut_labyrinth.COM. executable with the long name of the ASM source file.
sorry, i forgot to mention, short file names should be used for AGD files, and loader switch can be used when SCR file exist with the same name like teh AGD file, in this case a loader will be generated with COM extension, and another executable with PRG extension, but COM file will load the PRG also.
Title: Re: Arcade Game Designer for Enterprise
Post by: endi on 2019.January.15. 21:56:04
jól értem hogy van cpc verziója is ennek, amivel c16 módú játékokat is lehet csinálni? vagy 4 színűeket?
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.15. 22:30:11
A minor error, your compiler creates, for example, the ASTRONAL.COM file with 0KB but also the astronaut_labyrinth.COM. executable with the long name of the ASM source file.
i just got to my mind that an empty file will be generated always, even if you specify output file name or not, because asm file contains OUTPUT command.
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.15. 22:37:04
jól értem hogy van cpc verziója is ennek, amivel c16 módú játékokat is lehet csinálni? vagy 4 színűeket?
az eredeti AGD-t láttam CPC-n, abban c16-ot lehetett, de lehet van újabb is, ahol c4-et lehet, tervben van az EP-s AGD is , először a Speccy konverzio, majd negyszinu karakteresitese, és ha valaki használná is, akkor esetleg a többi módra is.
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.16. 19:22:48
Térképezheti a Kempston opciót az Enterprise joysticks-re?

-

Can you map the Kempston option to Enterprise joysticks?

Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.16. 20:17:03
Térképezheti a Kempston opciót az Enterprise joysticks-re?

-

Can you map the Kempston option to Enterprise joysticks?
if i remember well, it is mapped to one of the ext joysticks, and sinclair is mapped to int joy and other ext joy.
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.16. 20:22:46
Thanks!
Title: Re: Arcade Game Designer for Enterprise
Post by: Zozosoft on 2019.January.16. 23:35:45
Anyone tried to compile any existing game to EP?
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.16. 23:56:41
Yes, I have converted some of them.

Tomorrow I will put some examples.

I have only used AGD files, but the procedure is to get the file from the original creator of a game or.... extract the file from an AGD compiled Spectrum game using an utility. The AGD listing is similar to an ASCII  Basic listing, easy to fix, because the extracting tool introduces some errors.

Once the AGD listing fixed it can be compiled to the target computer, thanks to Geco.


A little video from "Foggy" (http://retrowiki.es/download/file.php?id=200015609).
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.17. 09:42:42
I have tried Kempston and Sinclair options and they don't seem to be mapped, on all work the QAOP+space controls.


Some examples.




Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.17. 13:20:27
I have tried Kempston and Sinclair options and they don't seem to be mapped, on all work the QAOP+space controls.


Some examples.
Probably CONTOLMENU is not inserted, and you can choose any option, the game will start with keyboard.
Title: Re: Arcade Game Designer for Enterprise
Post by: endi on 2019.January.17. 17:59:36
az eredeti AGD-t láttam CPC-n, abban c16-ot lehetett, de lehet van újabb is, ahol c4-et lehet, tervben van az EP-s AGD is , először a Speccy konverzio, majd negyszinu karakteresitese, és ha valaki használná is, akkor esetleg a többi módra is.

hm karakteres módot fog támogatni? wow...
akkor esetleg lehetne benne egy gracha pálya importer :)
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.17. 18:08:14
I have tried Kempston and Sinclair options and they don't seem to be mapped, on all work the QAOP+space controls.


Some examples.
Please change WAITKEY at the end of EVENT INTROMENU to CONTROLMENU in Foggy, and the selection will work, where there are only keyboard, sinclair and kempston selection option CONTROLMENU is a good solution, where redefine keys also exist the following code can solve the problem:
Code: [Select]
WAITKEY
IF KEY OPTION1
    LET CONTROL = KEYBOARD
ENDIF
IF KEY OPTION2
    LET CONTROL = 1
;    LET CONTROL = JOYSTICK0
ENDIF
IF KEY OPTION3
    LET CONTROL = 2
;    LET CONTROL = JOYSTICK1
ENDIF
IF KEY OPTION4
    DELAY 50
    CLS
    INK 5
    AT 2 4
    PRINT "PRESS KEY FOR:"
    AT 5 15
    INK 6
    PRINT "UP"
    DEFINEKEY UP
    DELAY 50
    AT 7 14
    PRINT "DOWN"
    DEFINEKEY DOWN
    DELAY 50
    AT 9 14
    PRINT "LEFT"
    DEFINEKEY LEFT
    DELAY 50
    AT 11 13
    PRINT "RIGHT"
    DEFINEKEY RIGHT
    DELAY 50
    LET CONTROL = KEYBOARD
ENDIF

Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.19. 22:38:18
Hello Geco.

I have compiled Foggy the way you recommended. It works very well, but on the first screen the main character is positioned corrupted, although is redraw correctly once the direction buttons are pressed.

I have asked Pser1, who is converting AGD for Dragon, and he says that the error is not in his engine.

I have compared the AGD files, for Spectrum and for Dragon, and I didn't see any difference in the algorithm. Once compiled for Enterprise the Dragon AGD file, it shows the same defect.
Title: Re: Arcade Game Designer for Enterprise
Post by: endi on 2019.January.19. 23:00:34
Hello Geco.

I have compiled Foggy the way you recommended. It works very well, but on the first screen the main character is positioned corrupted, although is redraw correctly once the direction buttons are pressed.

I have asked Pser1, who is converting AGD for Dragon, and he says that the error is not in his engine.

I have compared the AGD files, for Spectrum and for Dragon, and I didn't see any difference in the algorithm. Once compiled for Enterprise the Dragon AGD file, it shows the same defect.

this is cool.
on EP the ADG must use better palette! specy palette is too cold and boring. EP has better colors
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.19. 23:36:41
I think it is the game, very well made:  Foggy's walk-through on Spectrum (https://www.youtube.com/watch?v=a7DK_stKv5Q)

By now the Enterprise AGD compiler produces accurate Spectrum emulation, but the plan is to add all the Enterprise characteristics to the AGD Editor.
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.20. 20:17:37
Hello Geco.

I have compiled Foggy the way you recommended. It works very well, but on the first screen the main character is positioned corrupted, although is redraw correctly once the direction buttons are pressed.

I have asked Pser1, who is converting AGD for Dragon, and he says that the error is not in his engine.

I have compared the AGD files, for Spectrum and for Dragon, and I didn't see any difference in the algorithm. Once compiled for Enterprise the Dragon AGD file, it shows the same defect.
the problem is in AGD source, i know, because Keith found this problem also, and found the solution too. If i remember well, sprite positions are given wrongly. I will send you the corrected version.
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.20. 20:24:07
this is cool.
on EP the ADG must use better palette! specy palette is too cold and boring. EP has better colors
palette can be changed by definepalette command, 9 values have to be defined for ep palette ( last is bias) or 64 values for ULA+ palette, but only the 16-23 colours are used on EP
Title: Re: Arcade Game Designer for Enterprise
Post by: KC on 2019.January.21. 10:01:03
Hi guys,

the Foggy sprite problem is in the AGD file due to a bug in the converter routine so not in the engine. Just after the first screen definition, the position and type of the sprites are defined. The problem is in the SPRITEPOSITION 0 90 112 72 command. The spritenr is 90 which is way to high and should be 0. So if you change 90 into 0, the problem is solved.

SPRITEPOSITION  0 90 112 72 should be SPRITEPOSITION  0 0 112 72

Greetings
Kees
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.January.21. 10:54:04
Thanks! 

This fix also serves me to learn more about the internals of the AGD system.
Title: Re: Arcade Game Designer for Enterprise
Post by: jltursan on 2019.January.23. 19:49:30
Long time, no see :)

I've been talking lately with my friend gflorez and as I've been mainly involved in gfx aspects of the AGD Dragon version, I've developed a pretty beta tool capable of parsing a ZX AGD file and extract as PNG files the font, blocks, objects, sprites and map embbeded in the script. The map is generated in Tiled (https://www.mapeditor.org/) format so it can be exported to other formats (including as image) by this same editor.

Using this tool, the graphic resources can be reworked easily and converted to other formats if needed. A crucial feature is still missing tho, the tool can't, having all the PNG files and Tiled map, regenerate the AGD file ready to compile again with new graphics :-(. Right now, you need to find the way to generate AGD "DEFINE..." statements from these graphic files.

I'm still working on it and eventually I hope to have a bidirectional tool, so one could work with his favourite (graphic and mapping) editors and get back the new AGD file.

It's a Java (JDK8) tool and can be downloaded here: https://www.sendspace.com/file/wqsnde (https://www.sendspace.com/file/wqsnde)

Quick guide: Simply execute
Code: [Select]
java -jar AGDConverter.jar -i <file.agd>
It's pretty cool to get instantly all the game maps!. I've been testing it with half a dozen of agd files successfully, let me know if anyone finds a bug :-) 
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.January.24. 08:36:56
Sounds cool, with this the graphics can be converted easier if the bidirectional version will be ready too, just AGD compiler has to be modified to the new modes.
I am planning to convert AGDX and create AGDX for different graphich modes.
Title: Re: Arcade Game Designer for Enterprise
Post by: jltursan on 2019.January.24. 18:24:22
Yep, it's an alternate way of thinking, instead a full suite like the AGDX, using a tool like this you can use whatever you want to edit (Notepad++) or edit the graphics resources (mtpaint or Tiled for example). Anyway, AGDX has a lot more features than only resource editing, you can set a lot of game attributes...
Title: Good News and Bad News
Post by: Jonathan on 2019.February.24. 00:23:04
For those who are unaware, the bad news is that I left the Spectrum scene on 4th December 2018.  My work there is done.  I also deleted my Twitter account and my old name has since been taken by a tragic individual who is pretending to be me.  :roll:

However, the good news is that I'm still supporting Multi-Platform Arcade Game Designer.  I'm hoping to add the Enterprise to the editors soon, probably using the Spectrum editors for now.  Acorn Atom and Dragon colour modes are also high on the list of things to do.

Things are still moving  :)
Title: Re: Arcade Game Designer for Enterprise
Post by: geco on 2019.February.24. 11:10:51
Welcome here Jonathan :)
I started to convert the Speccy version of the Editor to EP, just i take a break because of other thing.
The editor is working, colours can be selected from the 256 palette too, i do not remember if i store the selected values in the right place.
Load/Save should be solved, it will take longer time i think.

Please inform me if you like to check the modifications, i will send you the source.
Title: Re: Arcade Game Designer for Enterprise
Post by: Jonathan on 2019.March.17. 21:54:56
Version 0.7.3 is now available here (https://jonathan-cauldwell.itch.io/multi-platform-arcade-game-designer).

Some bug fixes and one or two cool new features have been added since the last update and this is the first version with the Enterprise added as an option.  Obviously there's more work to do but it's a start.  For now you can design your game for the Spectrum, Amstrad and/or Acorn Atom and convert it to the Enterprise later.

Have a play with it folks and let me know what you think, I want to hear your suggestions and ideas.

(https://img.itch.zone/aW1nLzE5NDE3MTkucG5n/original/3Xb3YY.png)
Title: Re: Arcade Game Designer for Enterprise
Post by: gflorez on 2019.March.18. 10:29:00
Very promising. I will try it, thanks.
Title: Re: Arcade Game Designer for Enterprise
Post by: endi on 2019.March.18. 10:53:16
is it a windows app? wow! I always thought its specy.
I am sure it is more useable as windows app :)