Changes
The following are guidelines that you should consider when programming games:
* 'P' key Games should be used for pause in playable with joystick control modealone. All menus and such should be possible to select using joystick alone. This makes it compatible with allows the game to be played on GX4000. It's pause button is mapped for example and to the 'P' play it without needing to press a key.
The game recognises which was pressed and uses this to determine which controller will be used in game. * 'P' key should be used for pause in joystick/gamepad control mode. This makes it compatible with the GX4000. It's pause button is mapped to the 'P' key. * Both digital joysticks should be selectable to use. The Amstrad plus has both connectors, the CPC can have a second joystick using a joystick splitter or using one of the official Amstrad Joysticks. If the game supports 2 players allow both digital joysticks to be used. * Analogue joystick on Plus should be selectable if Plus machine is used. You can detect if a Plus machine exists programaticallythrough code. Analogue joystick can be used as an alternative to a digital joystick (this avoids "Keyboard Clash" when used in 2 player games in conjunction with keyboard or another digital joystick) or to their full analogue ability where it makes sense in the game.
* It should be possible to select "No Sound", "Music", "Sound Effects" or "Music and Sound Effects" (where possible).
* If you are using overscan, consider that the position of the screen may not be the same on all monitors, so a method to centralise it before the game starts, or in the options of the game.
* It is very important that keyboard controls should be possible to redefine redefineable. There is not one perfect control scheme for all, so this allows the keys controls to the choice be chosen by the user wants, or to be able to choose from a preset list. Good key "presets" There are cursors and space xor copy (good for CPC6128 and Plus more awkward for 464 and 664)some reasonable keyboard configurations: Directions = Up, q for upDown, a for downLeft, o for leftRight Directions: Cursors Fire: Space OR copyGood presets: Directions: Q, p for right and space for fire.A, O, P Fire: Space
* Games should support the FIRE 2 button for gamepads/joysticks. Maybe the player character needs to be able to jump, and then UP is used for this. And that is ok. Just don't forget to include the FIRE 2 button for jumping as well.
* Consider supporting AMX Mouse (or compatibles such as Bryce's USB mouse hardware) and Symbiface 2 Mouse where it makes sense in the game. Movement could also be used for moving to the wanted menu item and clicking the mouse button to select.
* A game should provide a high score list (if it makes sense) and save it to disc.
* The availability of memory expansions should be investigated. And if additional memory is found the game shall use it in some way. Examples are to add additional features or to load all levels at one at the beginning.
* If a game relies on a specific memory configuration (e.g. 128K), then the game or it's loader should check for this, report it to the user and stop them from continuing. This avoids the user not understanding why the game didn't work on their computer.
[[Category:Programming]]