AGD 3 is coming very soon. As I mentioned in the above post, I couldn't take it much further on the 48K machine, so version 3 will only work on 128K machines, although games produced with the utility will work on the old rubber-keyed original. Here's a link to a preview snapshot:
https://rapidshare.com/files/1726422709/AGD3.z80Press Z in the example game to see what else AGD 3 will be able to do. Menus, inventories, object handling and all of that. It's a nudge in the direction of Magic Knight or Dizzy, for those interested in that kind of thing.
AGD also comes with code templates now. Just select the required sprite behaviour from a list and code will be automatically generated. You won't have to write a single line of code, unless you really want to.
While I'm here, I should point out that Paul Jenkinson has just released his latest game, and one which was produced using an earlier version of AGD. As ever, Paul has produced a cracking little game, and a good example of the sort of thing AGD can do. You can find it here:
http://www.worldofspectrum.org/infoseek ... id=0027506Paul has also written a tutorial for AGD:
http://randomkak.blogspot.co.uk/p/agd-tutorial.htmlFinally, I've set up a little forum specifically for AGD release news, bug reports and coding tips:
http://arcadegamedesigner.proboards.com/