The WHAT EVERYONE IS DOING IN AMOS List! Compiled by Carl Wooltorton (woolto_c@kultarr.cs.uwa.edu.au) for the Amos List. The following format is recognised : NAME : (Real name) EMAIL : (NAME's Email address) PROJECT : (What NAME is working on) VERSION : (What version of Amos NAME used) STATUS : (An estimation of how much NAME has done so far) There is no particular order to this list. ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ NAME: Ben Marty EMAIL: marty@cs.hope.edu PROJECT: TechnoVenture (finished and available for FTP at wuarchive.wustl.edu in the games/jump directory. I'm still updating it though.) VERSION: AMOS Pro 2.0 & compiler STATUS: 4 high quality games + many small programs. The big 4 are (in chronological order, and rated 1-best to 4-not best) - __ Robotic Rebellion: rating 2 \__ rating questionable Ancient Arena of Power: rating 3 __/ Tank: rating 4 TechnoVenture: rating 1 TechnoVenture won the "Playfield!" programming contest. ____________________________________________________________________________ NAME : Mark Baker EMAIL : ukrbake@prl.philips.co.uk PROJECT : Mix'N'Match - find the matching pair game. VERSION : Creator 1.36 STATUS : Playable, but needs improvements such as NTSC compatability, choice of grid size, better title screen, music, etc, etc... This is version 1.0 ... I could realease it now... I will If people REALLY want to see it. PROJECT : Swarm - like the UNIX screensaver, 'flies' swarm to the mouse pointer (fun utility) STATUS : Finished version 1.0 -- I'll post it RSN. NB: This is NTSC compatable!!! wahey!! ____________________________________________________________________________ NAME : Jurgen Valks EMAIL : j.valks@hsbos.nl PROJECT : File Splitter Pro VERSION : 1.36 [Amos Creator/Amos Pro] STATUS : 99% ____________________________________________________________________________ NAME : Andy Church EMAIL : 95ACHURCH@vax.mbhs.edu -or- achurch@goober.mbhs.edu VERSION : AMOS Pro 2.0 PROJECT: Intuition Extension STATUS: In progress; version 1.0 nearly finished I'm planning to upload the demo version of the extension to AmiNet next weekend, after I iron out some bugs. The registration price is (tentatively) $18. (A bit high, I know, but Ryan Scott said that's what he could distribute it for as licenseware, and I wanted to be consistent.) There will be updates available; the first one is free, and the ones after that will be $5 each. More information will be available on the registration form included in the archive. PROJECT: Procedure Library STATUS: Finished A library of procedures that can be used in AMOS programs. It's available on AmiNet as dev/amos/ProcLib3.0.lha . PROJECT: Shanghai STATUS: Finished This is the classic Shanghai (also called Mah Jongg) card game. There are layers of tiles (144 tiles in all) that must be cleared; you can only remove tiles that are on the sides of the board and not covered. PROJECT: Columns STATUS: On hold; nearly finished A puzzle game, in the spirit of Tetris; however, this one has falling columns of three coloured blocks which can be rotated vertically. Three blocks of the same colour in a row disappear. I'm hoping to finish this sometime soon, but the Intuition Extension has kept me busy so far. PROJECT: PlayAnim STATUS: On hold; nearly finished An animation player that plays frames from disc, but faster than the AMOS commands. The basic program is done, but the interface needs some work. PROJECT: SamPlay STATUS: On hold; nearly finished Plays digitised sounds direct from disc. Also plays MED and Tracker music. PROJECT: DSS2Tracker STATUS: Finished Converts modules created with GVP's Digital Sound Studio to Tracker format. (Notice how everything's been put on hold because of the Intuition Extension?) ____________________________________________________________________________ NAME : Tameem Antoniades EMAIL : buzz@dcs.qmw.ac.uk PROJECT : Point-and-click 2D animation system VERSION : Amos Pro STATUS : 90% finished ____________________________________________________________________________ NAME : Per Olofsson EMAIL : cl3polof@cling.gu.se PROJECT : Aftermath: an Ultima VI-ish rpg set about 200-300 years into the future. The civilization was erased by some kind of catastrophy. VERSION : Amos 1.36 + Compiler 1.36 STATUS : I came up with the idea about a week ago. Trying to get the story together as well as drawing some graphics. Haven't started programming yet. [Received 22nd April 1994 - Carl] ____________________________________________________________________________ NAME : David Melax EMAIL : halmarson@skyfox.usask.ca VERSION : Amos pro with compiler, Turbo Plus PROJECT : Well, I always have several projects on the go, many are too ambitious. I am experimenting with a map processor for Turbo Plus. This is something that could do some global processing of maps or scenes. I am always looking at ways of doing large scale war games, either of the conquer the galaxy, conquer the world, or tactical soldier to soldier games. I like to look at alot of theoretical stuff, like how to do intelligent computer controlled units, how to do Line of Sight calculations quickly, how to represent a warship with a variable list of weapons in memory. This is the stuff that turns my crank. I am interested in hearing from anyone else who is into strategy games. I am not interested in cute platform games with bouncing penguins. ____________________________________________________________________________ NAME : Jedon Thompson EMAIL : jkthompson@ucsd.edu PROJECT : I am working on the following projects... 1. Car Wars type overhead view scrolling car game like Micromachines with guns and bigger arenas I use 16 pixel tiles for large maps using Turbo+ to make the cars, I make a 32 frame turning animation in DPaint and load the anim into AMOSPro 2.0 and grab the bob from each frame I am currently stuck trying to make the screen scroll smoothly (If you have smoothly scrolling multidirection tile maps with Turbo+, Please show me how!!!) 64 EHB 320x200 In a seperate program, you can design the car. 2. Scrolling shootem up like 1942 but with graphics based off the anime movie Laputa. 20 scrolling screen zones to make it look like you are in a canyon. I am currently working on integrating the tile maps with the multi zone scrolling ( very tricky!) 64 EHB 320x200 3. 2 Player space game like Star Control, but at the present, with Star Trek ships. Game is in HiresInterlace 16 color, but it proved to be to slow even on my A1200, so I am converting it to LowRes. I am also working on getting it to scroll, and switch between tile maps to make it zoom in and out. 4. Space Taxi Port from C-64. Started it from code in Playfield, then lost interest. 5. Forbiden Forest Port from C-64. Waiting fot the artwork to be done! 6. Various small projects experimenting including mandelbrot, plasma clouds, Rotating 3d box, texture mapping, Fractal trees, turtle graphics, 2d rotations of bitmaps etc... I am now learning Assembly, I bought the book "Mastering Amiga Assembly", and the DevPac3 Assembler. I am trying to get a job programming games, and it seems noone wants to hire you if you do not know assembly! If anyone wants code that I have written, or advice on AMOS, or has advice for me, please don't hesitate to mail me! ____________________________________________________________________________ NAME : GAVIN J SEGAL EMAIL : cs922044@ariel.cs.yorku.ca PROJECT : Convert - Status: Completed. ------- This program was designed to convert C= 64 Text Files to Ascii Comic Database - Status: Being Modified. -------------- This program allows one to catalog there comics. I was redoing the input interface. BBS Program - Status: On Hold ----------- This was a bbs program I wrote I believe two summers ago. I ran it for about a year when my old computer died, and I wanted to continue running the BBS. The code was about 200K+ in size. I decided to put it on hold when I found that I was having problems keeping it up for no reason. It was Guruing after a few hours. I checked the code, found nothing wrong, and decided it was the Serial Extensions. It had limited M1 Networking Code. I had coded the completed Networking code, but the stability of the BBS had me put it on hold. ____________________________________________________________________________ NAME : Scott Southurst EMAIL : maverick@deakin.edu.au PROJECT : AMOSTRIS STATUS : Finished but needs improving. Just a Tetris clone. Have sent it to this list before. Also included a "Neat" little menu program for the loading of source format programs (ie. using RAMOS) which had a bit of a Jerky Scrolly that caused a HUGE talk on the subject on this list (We never found out why it jumped). PROJECT : Beyond The Holocaust. STATUS : In limbo. A run around and shoot em game in which you are a soldier who must find his way home after WWIII. Top view. Basic 8 way scroller. Runs a little slow on an A500 (1 frame ever 6/50's). May finish it one day. The map was "As big as you want" because of it being stored in "quadrants" which were compressed etc. etc. PROJECT : Mandel1 STATUS : Draws saves, sitting on a disk doing not much. 8) Draws simple mandelbrots. More an experiment in what would happen if I changed the formula etc. PROJECT : Lathe3D STATUS : A few bugs but it works. Using a "Lathe" you can create a Profile and wrap an image (Upto 64 colours) around it. Also does a REALLY basic rendering of the object with simple shading and 16 colours. This ended up as being a launch pad for a project Im working on on the Mac in C. PROJECT : OBJED3D STATUS : Current Project. This is a 3d Object editor and is the beginnings of a rendering package. It is designed to be able to run on a 1Meg machine. This is done by splitting the total program up into its different components, ie. Object editor, world editor and Renderer. Although this is a bit of a pain it means that poor sods like myself will be able to render on a fossil 500 with 1 Meg. With multitasking though it may be able to run all the elements on a larger machine (Like my A1200 HD when I get it (Please Bank manager!!)). PROJECT : Spin3d - Stars3d etc. STATUS: They work but big deal. Just some experiments in 3D rotation, hidden surface and the good old Stars moving at you Just a little slow type of proggy. Other than all above I have written about a million and one little beginnings of programs which will never actually do anything useful (Like my blackjack game - You can play but its kinda boring). ____________________________________________________________________________ NAME : Robert Fentiman EMAIL : rfentima@ua.d.umn.edu Since someone suggested that we list programs we've done or are working on to the list. Unfortunately, many of these only got into advanced planning stages, but none of them are dead; all of them are unfinished or even yet uncoded. The reasons I put them on hold include time and lack of skill in AMOS (I have a tendancy to have big dreams ;o), the prior having an effect on the latter. Hopefully I'll *make* some time to work on it these summer. I'd appreciate feedback on what programs the people on this list would like to see. They may be PD/Shareware/etc, but I don't know which yet, and it will depend on how good I think it is when it's done. PROJECT : Yet unnamed Type: Game (Strategy) I've done (and continue to do) a lot of planning on this one. It s a VGA Planets clone (for anyone who knows that game) but mine will, of course, be better ;o). If you don't know that game, it will be *somewhat* related to Colonial Conquest (AMOS game on aminet) but with a different focus and much more complex an be a multiplayer play-by-mail type game. I have the map for most the datatypes I'll need and a couple of high-level algorithms. PROJECT : AB2AMOS Type: Code converter? This was an AmigaBASIC to AMOS code converter. Did a lot of preplanning (ie going through each manual and finding comparable commands and their structures relative to each other). This was very tedious, but I got a good list anyway. I think my problem was in trying to do it all in one shot, rather than coding a little at a time and adding it. Anyway, I lacked the skill to do this one until recently (this quarter) when learning about implementing Hash Tables in my PASCAL class. PROJECT : ACK! (Adventure Coding Kit) Type: Modular role playing game creator Again, I wrote a lot of datastructures for this one, but needed ways of making the structures smaller. Had eventual dreams of making it into GACK! (Graphic Adventure Construction Kit) to make games similar to LucasArts' games (but not quite as 3D probably). This would make the datatypes obnoxiously large (storing pictures and animated sptire banks, etc.) and I basically concluded this was best left to specific languages (Like SCUMM at LucasArts). Still lingers in the back of my mind though. PROJECT : Starfire Type: Game (RPG/Strategy/Shoot-em-up mix) Planned this way back when I first got AMOS, but got to thinking about what kind of coding it would take. Basically, it was Frontier before I even knew about Frontier (or Elite for that matter). Making it now would probably result in nice little legal problems with David Braben ;o). PROJECT : Sword and Axe Type: RPG Originally programmed (hardcoded) in AmigaBASIC as a promise to a friend (who did the map layout). AmigaBASIC was *not* up to the job. It was this program that set of two of the above projects - AB2Amos and ACK!. I have to keep my promise, so this will be done *someday*, weather I have to hardcode it or not. ____________________________________________________________________________ NAME : Joe Cassara EMAIL : jcassara@gate.net VERSION : Amos Pro PROJECT : MediaMotion (Slide show utility) This is just something I dreamed up for people who don't want to fiddle with AmigaVision, Scala, or any other of those programs. Simply put, you can create slideshows using IFF/HAM pictures and MOD music files. It has a nice 3D interface and some transitional effects. I hope to soon add AGA support (when someone else adds AGA support :) ), more effects, ANIM support, and MED music files. It'l probably just sit here for a while and get worked on one of these boring summers. STATUS : Complete PROJECT : JadM (Text adventure creator) This little (well, it's quite big actually) program I created for a friend of mine to aid him in creating text adventures using a simple language. It's easy to use and automatically manages everything. Sample JadM code: #room1 $ [ROOM DESCRIPTION] :Additem Pencil There is a pencil sitting on your desk. @jump to /pencil (Jump to the procedure #/pencil #end for a description) The end result would be like the early Infocom games. The guy really likes it and urged me to port it to the Amiga. The only trouble I'm having is due to Amos's lack of user defined functions. I'm forced to use procedure calls with the PARAM$ variable. A pain, but working! BTW, JadM stands for "Joe and Donald's Machine", named after "Zork Machine". Yes, we love Zork. STATUS : Converting from pascal [Sounds kinda like LPC! - Carl] PROJECT : ???? (adventure game) This project was pushed into me by my friends who are fed up with LucasArts, Sierra, and others leaving the Amiga. Ones a computer artist, the other writes MODs. What luck, eh? I'm in the process of designing a system like JadM but to work with graphics. The end result would be something like Return to Zork (except MPEG, though). The reason the project's on hold is due to the artist's scanner breaking. I've also relocated away from both of them, making work a little harder. Within our current situation, we plan to have a finished product sometime in July 2050. Oh, well... STATUS : On hold Like many others, I've written tons of little junk that never saw light of day and other neat trash. I don't know where I'd be without Amos...probably writing in (ugh) AmigaBASIC... ____________________________________________________________________________ NAME : Mr M Sawicki EMAIL : msaw1@mdw040.cc.monash.edu.au PROJECT : Super BattlZone - 3D version of the original BattleZone. STATUS : That was done almost 3 years ago. PROJECT : StarFighter - Yet another 3D game. Its a 3D flight sim where you and you alone have to save free world from an evil empire and you have to do it in over 50 missions. STATUS : Finished almost year ago. ____________________________________________________________________________ NAME : Paul Reece EMAIL : preece@slick.clare.tased.edu.au PROJECT: Shooting Gallery STATUS: Finished Well, I did this as my first ever AMOS game.. It is really sad so I never released this... It's still lying around somewhere. PROJECT: MegaNoter STATUS: Sorta Finished Well, this one I got bored with! PROJECT: DiskZine STATUS: Nearly there.. This one was a disk magazine creator... It was nearly finished, but I decided to rewrite it because it was crap.. I haven't looked at it for about 4months! PROJECT: Mr Munch STATUS: Currently in progress This one is my latest project with a friend. It is a conversion of the old C64 game MR DO (or MR WHIZ in the arcades). The intro is done (really nice!) the gfx and music is done and most of the game is done.. Only cosmetic changes now! Expect it's release soon! PROJECT: EME STATUS: hmm. Can't really class this as an AMOS project, but It has eaten that much time up, it ain't funny, so I included it anyway! ____________________________________________________________________________ NAME : Scott Southurst EMAIL : maverick@deakin.edu.au PROJECT : 3d Rendering and Object editor. VERSION : Amos 1.36 - Compiler 1.32 (Can someone send me the Compiler update disk LHA'd?? [1.36]) STATUS : Object Modeller interface working. Just adding more functions and the ability to save etc. ____________________________________________________________________________ NAME : Kimmo Veijalainen EMAIL : PROJECT : Tykkipeli 2 Tykkipeli 3 - Artillery games, the other 2D, the other 3D Z-Wing - 3D space game Iraqi Gunner - Paratroopers-clone SigMaker - Bugfixes to my ansi editor TheFancyModuleListMaker(tm) - A little util to keep track of your mods And lots of little weird things. STATUS : Unfinished ____________________________________________________________________________ NAME : Alistair Duncan EMAIL : A.P.Duncan@herts.ac.uk PROJECT : Stewards' Enquiry. Horse Racing Sim (NOT a predictor) VERSION : AMOS Pro V2 STATUS : Version 8.00 is finished PROJECT : Solar Lords (Space strategy game) STATUS : Finished ____________________________________________________________________________ NAME : Ryan Scott EMAIL : rscott@gate.net PROJECT : TURBO PLUS Scene Editor VERSION : 2.0 STATUS : Working on converting from byte banks to icon banks for 65000+ icons per scene, ability to scroll the icon screen up/down for many more icons, visible brushes, 32 state mazes/automaze mode, who knows what else... icon editor.... PROJECT : Roach Motel VERSION : 1.0 STATUS : Completed- a platformer, pretty fun little game, runs better under pro or 1200 amiga. May do update with the TURBO PLUS commands, although I'd have to slow it down ;-) PROJECT : RANDOM DOT STEREOGRAM STUDIO VERSION : 1.0 STATUS : Trying to get it on coverdisk - draw 16 color elevation maps in paint program, this program converts them to color random dot stereograms. Fun stuff! PROJECT : SUBLIMINALS VERSION : 1.0 STATUS : Completed a long time ago - a huge spinning spiral trances you while small subliminals flash along the top and bottom of the screen. THis program has gone through lots of versions, from the C64 version with screen after screen of subliminals flashing extremely quickly (something like 40,000 per minute), to this calmer version... PROJECTS : Various arcade game clones - Dig Dug, Space Taxi, Centipede, Missile Command, MAPPY (didn't start yet!), many more experiements... VERSION : NA STATUS : all in various stages of non-completion. Most will never be done, they were just experiments, something for people to play with and maybe develop into a full game. PROJECT : Psychotile! VERSIOn : 1.0 (release version is always 1.0!) STATUS : Done a long time ago. An early demo for PLAYFIELD! - a slide the tiles around game with some hardcore sound effects. Great with a big stereo. If you want this game, I'll uuencode it for you. I'm kinda nostalgic for this simple thing. PROJECT : Spazmodic Microorganisms VERSION : .9 STATUS : Never released to the public. A large long game, very strange. You control your tank with the joystick on the table to your left, use your index finger, control the crosshairs on the screen with the mousepointer. Fire is left mousebutton, bullets fly to crosshairs. Rapid fire action as lots of enemies fly at you. Its difficult to play, but fun once you get the hang of it. Hmmm... its a little slow, maybe I could speed it up a bunch with TURBO PLUS and release it. It was the second game I ever wrote, took 2 years, and the code is all subroutines (ugh) it uses the same graphics (but more) as in the TURBO PLUS Scene Demo and scrolling demo. PROJECTS : lots of other good stuff, a lot of the stuff that has been printed in PLAYFIELD! was done by me, Isometric View, 3D Tunnel Vision, multitasking input, the list goes on & on. By the way... amos is my life ;-) PROJECT : PLAYFIELD! VERSION : 14 STATUS : up to 13 is completed, 14 is on the way. I know this isn't a program! An AMOS-only newsletter, One of the best, and I think one of the few remaining paper-based AMOS publications around. (I know, there are some) email me for any infos! ____________________________________________________________________________ NAME : Seumas McNally EMAIL : sfmcnally@bix.com VERSION : Amos Creator 1.36 PROJECT : Zappo! STATUS : Done. Simple shoot-em-up I did in one day. PROJECT : Zappo!2.0 STATUS : Done. New version of Zappo!, has randomly generated levels. PROJECT : Zappo!3.0 STATUS : Not completed. Most graphics done, but polygon terrain was just too slow. I'll probly make it a Map-Based game after I finish FT. PROJECT : Flying Tigers STATUS : 80% completed. *BIG complex* side-view helicopter Simulation/Game. Should be done in a couple of months. PROJECT : Rainbow Engine STATUS : Done. Old Rainbow editing program. I'll probly update it sometime. Plus a few hundred K or so of half-finished ideas for games. (Is there anyone out there that doesn't have a few hundred K of them? ;) ____________________________________________________________________________ NAME: Hugo Ramses Moreno Ramos E-MAIL: ramses@quantum.ucting.udg.mx VERSION: Amos 1.34 PROJECT: Sol de Media Noche STATUS: Finished. A very poor game, 3 days of work. PROJECT: Chaneques STATUS: Finished. maybe comercial game(!). 6 months of work in weekends. PROJECT: Dungeon Combat (before Dungeon Fight) STATUS: Graphics Finished, Music... (Dopex?), Programming 30% ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ ____________________________________________________________________________ Thanks to all who participated. At least now we have a bit of an idea about how much is going on in the world of Amos right now. Carl Wooltorton.