MPAGD Tutorial Part 1

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  • Опубліковано 26 бер 2019
  • A rambling guide to getting started with Multi Platform Arcade Game Designer, the tool for creating 8-bit games. Part 2 available here: • MPAGD Tutorial Part 2
    MPAGD can be downloaded here: jonathan-cauldwell.itch.io/mu...

КОМЕНТАРІ • 43

  • @domorewithsage
    @domorewithsage 5 років тому +2

    Amazing piece of work, can’t wait to try it out

  • @surfinbirdzx
    @surfinbirdzx 3 роки тому +1

    Wow. Impressive game maker! I should give it a try!

  • @1luarluar1
    @1luarluar1 4 роки тому +1

    amazing!

  • @patagonia4kvideodrone91
    @patagonia4kvideodrone91 3 роки тому +1

    Nice!! :D

  • @RetroGamebloke
    @RetroGamebloke 4 роки тому

    I fixed the problem below. if you find yourself having similar issues, make sure you export your game to the apps main folder. Basically the one that contains the compiler code.

  • @RC-md2yx
    @RC-md2yx 11 місяців тому +1

    First someone give this guy a screen recorder

  • @juanluisperealopez5816
    @juanluisperealopez5816 9 місяців тому +2

    Hi thanks for your work. Since I was a kid on the 80's I'm wishing to make a game for ZX Spectrum. Using the BASIC of Spectrum I made some simple games like "minesweeper" but programming in assembler is near impossible for my thoughts. With MPAGD and your videos seems easy and everyone could do a game at the level of commercial games of 80's microcomputers, isn't it?

    • @jonathancauldwell9822
      @jonathancauldwell9822  9 місяців тому +1

      No worries. You absolutely don't have to be a great programmer to use this, you can get the tool to automatically generate most or even all of the code for you. The results are up to what would have been commercial standards of Spectrum games in the 1980s and early 1990s; fast, smooth and free from flicker or tearing

  • @pnvgordinho
    @pnvgordinho Рік тому

    Dark magic.

  • @RetroGamebloke
    @RetroGamebloke 4 роки тому

    Heard about the original version of this and then saw the new version when looking into it. Looks good and I've had a quick test, but things go a little differently now it seems. I tried a simple little test and when I export and it asks if you want an assembly listing made; it auto loads an emulator and starts loading a loader file. Then it resets. if I run randomise user 24576 it just gets a black screen or a pretty but garbled image if I clear then run it. As far as I can see, apart from the difference when porting over to the speccy I have everything set correctly in the editor. Any ideas?
    Just tried the example game Diamond Geezers and that ported over fine, so obviously something I am missing or doing incorrectly. I've tried just making a single screen both with and without a player controlled sprite (jetpack control) and a set of blocks surrounding the screen(default). Ran the script maker with no errors, but still just get a crash when trying to run it :(
    Will continue to play, must be something silly.

  • @jstinn123
    @jstinn123 5 років тому

    This could eliminate the "code in assembly" barrier for a non pro programmer like me. Very fun! Now can we get it for coco2 and c64 please?

  • @interghost
    @interghost 3 роки тому +2

    Not sure how to make a BIN file though :(

    • @jonathancauldwell9822
      @jonathancauldwell9822  3 роки тому +2

      Since this video was made I've made a lot of improvements so there's no longer any need to make a BIN file. Just hit F5 to test your game in a Spectrum emulator

    • @interghost
      @interghost 3 роки тому +1

      @@jonathancauldwell9822 Thank you!

  • @1luarluar1
    @1luarluar1 3 роки тому

    Hello, I tried to create just a simple example just to see if I was able to pass a game into fuse, but after all the procedure I saw in this video I cannot open the game...I created an .agd then I loaded the .bin, then input the 24576 then randomize USR 24576L but as soon as I press enter it tells me variable 2 not found....I repeated several time the procedure, but it does not work...anyone can help me?

    • @jonathancauldwell9822
      @jonathancauldwell9822  3 роки тому +1

      I've changed the build procedure, just press F5 now and the tool will fire up an emulator and load your game

  • @1luarluar1
    @1luarluar1 3 роки тому

    I'm really having fun to explore this editor, I'm exploring also the code tutorials by Minilop...I was wondering, is it possible to have bigger maps?...ot the number of screen is fixed? I suppose is a problem of memory but
    with emulators or the Next the 128k extra memory should it be possible...I don't know...anyway, thanks!

    • @jonathancauldwell9822
      @jonathancauldwell9822  3 роки тому +2

      You're limited by the amount of memory but you can create bigger maps than with AGD. Using the extra 128K RAM banks would require a rewrite of the engine, compiler and build suite though

    • @1luarluar1
      @1luarluar1 3 роки тому

      @@jonathancauldwell9822 thank you for the answer! yes I understand, I think I will stay on this platform MPAGD as I start to get the gist of it...I hope for future enhancements if that's is in program.....it is my first attempt to use the ''simple'' code included to do something cool...if the secuk for c64 had the same features (possibility of coding through a similar simplified code)that would also be great but I don't thing there is any project in this respect...thanks again!

  • @PhantomHarlock78
    @PhantomHarlock78 4 роки тому

    Hi. You can just complie a .tap version and test it in the emulator?

    • @jonathancauldwell9822
      @jonathancauldwell9822  4 роки тому +1

      Yes, the latest download will automatically fire up an emulator and run your game

  • @gabrieleamore3081969
    @gabrieleamore3081969 5 років тому

    Sorry Jonathan... I am lost at min 16 when you say "i got mine set up to binary etc,..." what do you do to get that? what do you write in the black window? etc
    (besides that great video series)

    • @jonathancauldwell9822
      @jonathancauldwell9822  5 років тому

      I don't know if you watched my tips video on creating a binary automatically but if you could watch this and let me know if there are parts you don't understand I'll do another video: ua-cam.com/video/aeC13GAMv68/v-deo.html

  • @pepealcazar8087
    @pepealcazar8087 Рік тому

    Dear friend. Yesterday I donwloaded MPAGD and all went well until didn´t. Many errors came up: suite.asm label not found .... file suite.tap not found ----so wasn´t be able to create the tap file. My version is 0.7.10. Please help(sorry to say this but donated some bucks)

    • @jonathancauldwell9822
      @jonathancauldwell9822  Рік тому

      Check where you have installed it and make sure there are no spaces in the path, that usually fixes things. If it doesn't just post as much information as you can over at the AGD forums: arcadegamedesigner.proboards.com/

  • @Lbf5677
    @Lbf5677 2 роки тому

    you dont have a nasty type which can jump and hunt the player down? I suppose that would be pretty advanced. and a nasty which can try to shoot the player?

    • @jonathancauldwell9822
      @jonathancauldwell9822  2 роки тому

      Those could be coded but they're not common basic types that get requested often

  • @MrHal900
    @MrHal900 3 роки тому

    3 questions 😊.
    1. Does it output also for Spectrum 48k or just 128k?
    2. Is there any way to save/load game sessions on Spectrum?
    3. Will you have any possibilities in the future to implement Nirvana engine capabilities in your product?
    Thank you for your great efforts and can't wait to play around with it!

    • @jonathancauldwell9822
      @jonathancauldwell9822  3 роки тому +1

      1. It's 48K compatible
      2. Convert the .TAP to a .TZX and then play that as a sound file, there are tools to do that at WoS
      3. No, Nirvana uses most of the CPU time to draw the screen and seriously limits a game engine. If you want multi-colour MPAGD supports the Timex 8x1 attribute mode of the TC2048 and Next so maybe use that instead?

    • @MrHal900
      @MrHal900 3 роки тому

      @@jonathancauldwell9822 on the answer 2: I'm asking if for example I have a player with attributes (level, power, life, backpack items) and I want to store them to later load them. Is that possible if using SD/MMC converter as Divmmc?

    • @jonathancauldwell9822
      @jonathancauldwell9822  3 роки тому +1

      @@MrHal900 It could be done with a user routine to save/load MPAGD's variables to/from the required device. Alas, off the top of my head the only device I know how to read/write from/to is the EAR/MIC ports via ROM routines

  • @Lbf5677
    @Lbf5677 2 роки тому

    can i make a game with hardcoded controls that the player isnt allowed to change?

    • @jonathancauldwell9822
      @jonathancauldwell9822  2 роки тому

      You set the controls for your game, it's all up to you. Users can't load a finished MPAGD emulator file and change the controls if that's what you mean. You decide which joystick options to support and whether or not you include an option to redefine the keys

    • @Lbf5677
      @Lbf5677 2 роки тому

      @@jonathancauldwell9822 ok that's great

  • @teletubbles
    @teletubbles 3 роки тому

    Great tool! Any chance you will add the Mattel Aquarius?

    • @jonathancauldwell9822
      @jonathancauldwell9822  3 роки тому

      If we can find partners then absolutely! Always open to approaches from developers who want to add their favourite machine. Happy to collaborate and share code so pass the message on to your retro gaming community :)

    • @teletubbles
      @teletubbles 3 роки тому

      @@jonathancauldwell9822 Thanks for being open to the suggestion. What kind of expertise do you need exactly?

    • @jonathancauldwell9822
      @jonathancauldwell9822  2 роки тому

      @@teletubbles I'd need someone to convert the engine to the machine (we have Z80, 6502 and 6809 engines) and the compiler (written in C and simpler to convert than you might think) then tell me what format he wants the graphics in so I can add graphics editors to the main program

  • @einstein.1869
    @einstein.1869 5 років тому +1

    Me! I am the FIRST! Yippie... let me find my spectrum!

  • @1luarluar1
    @1luarluar1 3 роки тому

    what is the difference between MPAGD and AGD?

    • @jonathancauldwell9822
      @jonathancauldwell9822  3 роки тому +2

      AGD runs on a 128K Spectrum under emulation. MPAGD is a Windows tool that allows the user to create games for the Spectrum and numerous other machines. MPAGD is more powerful, has extra commands and allows bigger games. It also has a useful script generator tool

    • @1luarluar1
      @1luarluar1 3 роки тому

      @@jonathancauldwell9822 oh, great! thank you for the information! I'm using seuck at the moment, will partecipate at the next seuck compo (is a competition run by Richard Bayliss), but I know I want to also work on spectrum to alternate the two activities...I have a friend that is using your program to create a cool game titled Metamorphosis...I was impressed by his demo and he ttold me about your tool MPAGD, so I'm going to try it as soon as I finish my game for C64...actually, when is ready I will sent it to you if you are interested...looking forward to create with your tool...today I was watching some of the tutorials....always wanted to do some basic programming but it seems that your tool is the way too go..it does not seem too complicate.....I went to check the MPAGD page and if I remember correctly there are extensive documentation on hw to use it...thanks again
      here the game they are developing with your tool..
      ua-cam.com/video/TMsaL8Iy34o/v-deo.html