[Coco] Phoenix IDE gaining sprite/tiles/map editor
Steve Bjork
6809er at srbsoftware.com
Tue May 10 12:05:13 EDT 2011
Back in the day, my games used my OS (game engine) that did all the
standard work of the game. Only the graphics/sound data and game logic
code would change from game to game.
I'm working on a new OS with new code for two reason...
1) My old OS has too many copyrights tied to it. (So, I can't release it.)
2) I've learned a thing or two since the old days and want to write a
better game engine.
I'll most likely release it as open source once I have a good working
version done.
Steve
On 5/10/2011 8:42 AM, Roger Taylor wrote:
>
> 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.
>
>
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