[Coco] Phoenix IDE gaining sprite/tiles/map editor

Jorge Renato Machin Ibarra jorge_machin at hotmail.com
Tue May 10 12:40:06 EDT 2011


Wow! This is great! Only to be shure: Is this game engine for the color computer?
 
> Date: Tue, 10 May 2011 09:05:13 -0700
> From: 6809er at srbsoftware.com
> To: coco at maltedmedia.com
> Subject: Re: [Coco] Phoenix IDE gaining sprite/tiles/map editor
> 
> 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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