[Coco] Phoenix IDE gaining sprite/tiles/map editor
Roger Taylor
operator at coco3.com
Tue May 10 11:42:04 EDT 2011
At 07:34 AM 5/10/2011, you wrote:
>Back in the early day of creating computer games, we did include the
>graphics data code as part of the source code. There was no
>graphics support programs and would hand code the data
>statements. (Well, there was not much graphics in those first games.)
>
>MicroPainter was first created to aid in the drawing the graphics
>for the games. Since I did not want to hand code the growing
>graphics data, I wrote a program that convert into the data source
>code. Remember, with the 4-color graphics mode of the CoCo 1/2 used
>4 shifted images for every moving graphics. This was starting to
>become a great deal of data to assemble every time.
>
>The next step was to have my graphics utility built the reference
>data (look-up tables) as part graphics data. (The game code only
>needs to link into the tables to find the right graphic image to
>draw.) Even the graphic's object animation (walk left, stand, jump,
>ect) was controlled by data tables inside this block of graphics
>data. Since all this data was self-contained, it could be a
>standalone binary block of data to load and no longer part of the
>source code. This offloading of graphics data help speed up the
>code writing cycle since most of the source had become mostly graphics data.
>
>In the final days of CoCo work, I was using PC for the graphics
>(sprite, tile/map and fonts), the Amiga for sound and the CoCo for
>creating the source code. This IDE took 5 computers to get the job
>done and boy did the office get warm.
>
>We can't use the graphic utility from when I was writing CoCo games.
>(It's too old and I can't find them.) But a modern version could be
>written. While I could write it under windows, maybe a web app
>could work in this modern day? I will have to look into it.
>
>The bottom line, I need to come up with a modern graphics utility
>before I can write a new game for the CoCo.
>
>Steve Bjork
Keep downloading the Phoenix updates (pre 1.0 test builds) and this
next one will have a sprite/tile/map editor included although not yet
fully integrated. It's NICE! Without a doubt, any new app or game I
create in the future will be done in Phoenix and using the sprite and
font editors.
The coder still has to use the data output by those tools, but then I
can't make the IDE write *everything* for you. :) Maybe one day
I'll get it to build the whole game template with sound, sprites,
joystick/keyboard routines, and let the coder fill in the other 50%. :)
We need templates for a graphics adventure, a Mario-style tile/map
engine, and a sprite blaster engine like the one in Jeweled. WIth
just those 3 types of templates, I can see a lot of potential for
many new CoCo games even by new or rusty programmers.
--
~ Roger Taylor
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