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Just a heads up i will be aiming to get the update done by Friday, since I have been posting progress videos etc... people might be wondering where the features are!

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I bought it mainly to support this project and encourage its continued development. One thing I would really love to see, among other improvements, is the option to remove or redesign the loading bar.

I wish you all the best and continued success with the development of this promising project! Keep up the great work!

Great idea!

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The Scorpion Engine already offers an impressive range of features, but it also comes with a steeper learning curve and isn't always particularly intuitive.

And that's exactly where I see the greatest potential in your engine! By gradually expanding its features while keeping it intuitive, user-friendly, and accessible, you could create a really compelling alternative.

Helpful tutorials, clear explanations, and built-in guidance would make it even easier for newcomers to get started without feeling overwhelmed.

The key is to add more functionality without sacrificing simplicity.

Exactly what I have been weighing in my head. Not to over-complicate it, but give a good level of control and a wide palette of game design abilities. Let see how the first 6 moths pans out!

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ADAM looks like a great tool for making Amiga games! Always nice to see new tools that keep Amiga game development alive. Definitely worth checking out!

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Great stuff man!

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Some features I would love to see added to ADAM as it develops:

  1. Isometric game support. Ideally, this would include automatic runtime depth sorting so that characters can move in front of or behind objects, support for different elevations, isometric collision detection and an isometric tile editor. This would open up possibilities for games similar to Head Over Heels, Knight Lore and Cadaver.
  2. Multiple independently controlled screens. Something similar to AMOS Professional, which allows up to eight logical screens that can be positioned, manipulated and scrolled independently. This would be particularly useful for parallax scrolling, layered backgrounds, status panels and other visual effects.
  3. Expanded variables and conditional logic. Boolean and numeric variables, arithmetic expressions, multiple conditions and reusable event routines would make the existing no-code system much more powerful. This could enable more sophisticated game mechanics without requiring conventional programming.
  4. Multilayer tile maps. Support for foreground and background tiles, animated tiles, collision properties and different map layouts, including isometric maps. Ideally, individual layers could be independently manipulated, allowing more complex environments and visual effects.

Alright, I will see what can be done. Added to the feature list.

Awesome, much appreciated!

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It seems it uses a logic-building approach, similarly to how GDevelop 5 works, is that correct? If so, in terms of ease of use, how much does it compare to GDevelop? And yes, I know GDevelop cannot be used for Amiga games. I mention it because it is also a program that doesn't require coding. It just happens to be my baseline for comparison. I am a huge newbie to game development, so please forgive my ignorance.

I'm just getting started in game developing and I am using GDevelop for my first couple titles for Windows, and be able to create games for the Amiga is something I want to do, but coding eludes me greatly, so something that would allow me to also develop for the Amiga just as "easily" really draws my attention. In fact, my first game was originally intended to be an Amiga game!


P.S: As of writing this comment, I have yet to try the demo, but soon as I get the proper time for it I'll give it a go.

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Yes, that's a good comparison. ADAM works the same way as GDevelop's events: each rule is a WHEN (the condition) and a DO (the action), e.g. "WHEN Hero touches Gem, DO add 10 to the score". 

Actors get ready-made behaviours too, like a platform player, a chaser or a hopper, much like GDevelop's behaviours. 

 The difference is that ADAM is deliberately smaller and simpler. There are fewer options, no variables or expressions to learn, and games are single-screen (with up to 10 levels), so it's very beginner friendly. And what you get at the end is a real bootable Amiga disk (.ADF) for an A500/600 or A1200 that runs in an emulator or on real hardware. 

 When you try the demo, start with the guided tour on the Home page, then load one of the example games and look through each page to see how it's built. Then let me know how it compares for you - I'd love to hear it from a GDevelop user!

Thank you.

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Glad to support Robert again, with another of his development programs πŸ˜€πŸ‘

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I totally appreciate your support ☺️ It means a lot - let me know what you make with it!

Will I be able to make JRPG games with this?

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Honestly, not yet. ADAM is built for single-screen arcade and platform games right now: things like collect-the-gems, dodge-the-enemies, platformers with levels, and simple shooters. A JRPG needs things ADAM doesn't have yet, such as dialogue boxes, menus, an inventory, turn-based battles and scrolling maps.

I'm adding features all the time, so if there's enough interest in RPG-style tools I'll consider them. Do try the demo to see what it can do today!

Thank you.

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I just purchased it πŸ‘Œ

Thank you very much.