@3 Book review ----------- Steve Pullinger ^^^^^^^^^^^^^^^ @4 Title: Amiga Game Makers Manual with AMOS Basic Author: Stephen Hill ISBN: 1-85058-230-0 For current price contact: Sigma Press 1 South Oak Lane Wilmslow Cheshire SK9 6AR Tel: (0625) 531035 @1 Stephen Hill should be a familiar name to Pro users (he wrote the Pro User Guide with Mel Croucher) and he certainly knows his way around Amos. I've had a copy of the Amiga Game Makers Manual for a couple of years now, and the pages are getting a bit dog-eared 'cos it's a book that you keep going back to for advice; programming manuals that are actually useful are as rare as chicken's teeth and this one is solid gold! What makes this book so special is the depth in which the various commands are explained along with the author's obvious enthusiasm for his subject. New users are gently introduced to plotting a single point on the screen and by the end of part 1, graphic text, screens, bobs, and sprites seem second nature even with Amal. (Do YOU feel comfortable programming Amal routines?) Part 2 of the manual is dedicated to planning a program helping you to get it right first time; and if you don't get it quite right, there's a wealth of information on debugging and optimising your code. After this basic groundwork, comes some games design. Four broad categories of game type are covered; arcade games; player movement, missile management, aliens and collision detection adventure games; text adventures, using graphics, a verb/noun parser and graphical interfaces role-play; scenarios, character generation, displaying maps, monsters, combat and magic simulations; economic sims, resources, transport, combat and computer players Once again the author examines each type of game in incredible depth; for example when you read about missiles, you get a run-down on firing and moving ordinary straight ahead shots, rear shots, side shots, multiple shots, alien missiles, guided missiles and lasers. Once you've got all that lot under your belt, it's time for some screen scrolling which leads in nicely to a chapter that deals entirely with the Tome extension for creating and displaying game maps. If you haven't got Tome, then there's a collection of routines that simulate the Tome commands. So, you've got the scrolling worked out, how about animation techniques for bobs/sprites as well as colour cycling, and don't forget sound effects; not just the commands but a list of possible sound sources and advice on sampling. OK., you've read the book and designed an amazing game; time to read the chapter on marketing it; costings, advertising, distribution methods and tips on disguising your Amos roots (it's a prejudiced world). @3 The verdict is this: If you own an Amiga you need Amos If you own Amos you need Stephen Hill's Amiga Game Makers Manual Buy this book, you won't regret it. Endif Endif @5 Steve Pullinger