Recent Posts

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81
News / Re: ModSurfer Released
« Last post by Dissident on March 04, 2019, 06:22:21 PM »
YES! The game I have been waiting for. Great idea&concept. Thanks for sharing the link.  :)
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News / ModSurfer released
« Last post by 4pLaY on March 04, 2019, 01:00:59 PM »


ModSurfer is a free rhythm game for Amiga computers, inspired by the PC title AudioSurf. Select a MOD music file from your collection and ride the rhythms to victory.

Gameplay video on YouTube.

All PAL Amigas are supported. Larger MODs will need more chip RAM. Hard disk installation is supported.

Direct Download link.

The author has also created an archive with mods for you to get started.

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News / Re: Review: New Amiga Keycaps from A1200.net
« Last post by 4pLaY on March 02, 2019, 09:53:56 PM »
For those that missed out on the earlier campaigns. A1200.net has just opened up another Indiegogo campaign for more keycaps.

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News / Re: New Amiga games in development
« Last post by 4pLaY on March 02, 2019, 08:17:14 PM »
The author of the Rygar AGA port has updated the game once more, grab the latest version here.
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Interviews with Demosceners & Developers / Interview with Cocy / Pure Metal Coders
« Last post by 4pLaY on March 02, 2019, 02:00:13 PM »
Hello Cocy, could you please do a small introduction of yourself to our readers?

Hi, back in the early nineties I was known as Cocy, the main coder and organizer in Pure Metal Coders. I spent most of my spare time coding on the Amiga, this also turned out some demos. Today I work with programming 3D graphics which is pretty much an extension of what I did in the good old days.

When did you get interested in computers, and what was your first computer?

Oh, it was at such an early age that it is difficult to pin point, but probably from the moment I saw computers, probably on TV. So I would say at least from 5-6 years old. I was way into coding by 3rd grade. My first computer was a Commodore 64.

What Amiga(s) did you have in the past and if you remember, what were the(ir) configuration(s)?

I had an Amiga 500 almost from the day it was released. And later on an Amiga 1200. I think I had a 33MB harddrive hooked up to the Amiga 500, then a 120MB and then later on a 1GB HD in the Amiga 1200.

Do you still have any Amiga(s) today or did you get rid of them?

The Amiga 1200 is still in attic.

Can you tell us how you got involved with the demoscene?

That's a tough one, there was no single moment, but it must have been related to seeing demos on the Commodore 64 at an early age and having an unstoppable craving for coding, so I just had to make them myself.

Do you remember any of the tools you used back then when creating demos, as well as process you guys had behind creating a production?

Seka, Devpac and Asm-One come the to mind. Seka in the ealy days and later on devpac was used for the larger productions. I'm sure there were other tools for graphics and such, but can't remember what that was. As for the process, not very structured I think. Spaghetti code comes to mind, but we got a lot of experience doing it from an early age which came very handy later in professional life. Something I think the current generation of programmers completely lack.

You are known in the scene as the coder behind the legendary Alpha & Omega demo. Could you tell us a bit about the story behind this demo? as well as nr 2.

At the time we were experimenting a lot with math, fractals and 3D graphics, and I wanted to put everything in there so we could show the world what we had accomplished, and I also felt others were beating us to the game, especially the "The Hunt for 7th October" demo from Cryptoburners. It was really nagging me, and I felt my own people didn't think we were capable of such things. So I wanted to make these demos with the sole purpose to win competitions and show that we could do the same and even more than others. Oh I should also mention I made my very own 3D editor to generate the 3D models and camera animations. At the end of nr.1 there is a fractal zooming into a PMC logo that repeats itself, I never saw that in any other demo at the time, and I'm not sure anyone understood how that was made. I think that was the greatest accomplishment, and it was certainly brand new. Maybe we should have put that at the start and not the end of the demo :-)

You also did several other productions back then, what do you consider your best work?

Mesmerized is the one that I think brought us into the limelight and made us known. It also contained some interference patterns that was new, at least not exploited in this manner before. And it was directly a result of learning about light interference at high school, and realizing this could be used with the way bitmap layers were organised on the Amiga. By simply manipulating some registers on the copper and setting up the colors right.

Is there any production you wish you had not created or perhaps there is a production you wish you had done differently?

Certainly nothing I regret creating and can't really remember anything I would do differently.

Can you tell us why you decide to leave the scene when you did?

I never made a decision to actively leave the scene. I made the A&O II demo just before going to the army, so that forced me off the scene for almost a year. Two days after leaving the army I started at the university, and was exposed to the Unix terminals and the internet, and found it intriguingly interesting. I may have had thoughts of creating something, but the big motivation were gone. I still used the Amiga for some years, but after Commodore went bankrupt which was a true shock, there was no going back for me.

Can you tell us if you remember, what you considered the best Amiga demos back when you were active?

Judging from the time they were released and what was the standard at the time and the impact it had on me I would say, as mentioned "The Hunt for 7th October" by Cryptoburners as it nagged me and motivated me to go up and above with my own productions. "Phenomena" by Enigma as it had superb music and 3D graphics I thought was great and wanted to have in my own demos. And "State of the Art" from Spaceballs which had something new which I really admired.

Are you still coding anything today? if so, what and on which platforms?

I'm not coding much in my spare time, it is difficult to get the time with 4 kids and motivation when you program all day at work. At work it is Windows
and OpenGL/vulkan.

Have you followed the Amiga or the demoscene at all since leaving the scene when you did? If yes, what do you think of the state of the scene today?

No, not at all. I was hardly aware that there was a scene still going on until you asked me about this interview :-).

Have you ever consider doing any demoscene work again, either on Amiga or modern platforms?

Not for many years, I would like to make a free game though and I probably will one of these days.. :-).

What do you feel you got out of the whole experience of being active in the Amiga demoscene? for example, did it lead you to code professionally in any way?

Oh yes, it had an overall impact on my later life. I would not even be the same person. You can't spend all those countless hours behind your monitor coding and claim it had no impact on you. I am a professional programmer/coder today and I probably would have been regardless of the scene years, but I came with years of experience at an early age that you can never make up for later in life. At least that is my claim.

Is there anyone from back then you would like to send some greetings to? Or perhaps you have some other last words?

I would like to greet Zorax, Lord Helmet, Zapper, Vanguard, Ramjet, Peter, Silmarillion, Onar, Metalking, Designer and the late Flush bless his memory.

Also some last words, I must say it is a bit emotional for me to talk about this period as it was quite all consuming at the time and then it was quite suddenly all gone and I put it all behind me and have not really talked about it afterwards.

That is the end of this interview, thanks for taking the time to do it Cocy, I am sure our readers will appreciate it :).
86
News / Re: New Amiga games in development
« Last post by 4pLaY on March 01, 2019, 11:08:48 PM »
AMIner added to the list, get a beta version of the game in the first post.
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News / Re: New Amiga games in development
« Last post by 4pLaY on March 01, 2019, 11:01:03 PM »
Warpgate added to the list, with a download link to a beta version for the EAB game compo. You can use your keyboard or a joystick.

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News / WHDLoad 18.4 released
« Last post by 4pLaY on March 01, 2019, 03:45:33 PM »
Bert Jahn, the author of WHDLoad, has released the final release of WHDLoad 18.4 today.

There are different versions of the WHDLoad package. The USR package contains the documentation and all programs which are required to use WHDLoad installs. The DEV package contains all files from the USR package plus addtional programs, sources and support files. The DEV package is the right choice if you want to create installs for yourself.

Get the USR package.
Get the DEV package.
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News / Re: New Amiga games in development
« Last post by 4pLaY on February 28, 2019, 03:58:27 PM »
Celtic Heart added to the list.
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Interviews with Demosceners & Developers / Interview with Simone Bevilacqua
« Last post by 4pLaY on February 28, 2019, 03:19:19 PM »
Hello Simone Bevilacqua, could you please do a small introduction of yourself to our readers?

I'd say that I'm the least interesting thing here, so I'll keep it short. I'm 42, I'm currently in Italy, and I love to make games for the Amiga and the C64.

When did you get interested in computers, and what was your first computer?

At 7 I saw the C64 of a cousin of mine. It amazed me to no end, and fired up my imagination and creativity like nothing else before. It is no coincidence that my first computer was a (breadbin) C64, two years later.

What Amiga(s) did you have in the past, and if you remember, what were the(ir) configuration(s)?

My only classic Amiga has been an A1200 equipped with a hard disk, a Blizzard 1230-IV, 16 Mb of RAM, a Surf Squirrel II, and an 8x CD burner.

What is your current Amiga setup?

Exactly the same as above, except that I don't use the Surf Squirrel and the CD burner anymore, and I've replaced the hard disk with a CF card.

Can you tell us how you got started programming on the Amiga?

Given that the only programming language I had learned before was BASIC, on the C64, I started with AMOS.

Can you describe the programming language/environment that you used earlier, if any, and what you currently use to create Amiga software?

After AMOS I moved to Assembly. Initially I used DevPac, but then I quite quickly switched to PhxAss, which I still use today.

Could you tell us a bit about which programs or games you have created in the past on the Amiga?

I have created a lot of stuff, but most of it remained unfinished and/or unreleased. There are also some games and tools which I had released and then retired as I wasn't fully happy with them. Ideally, one day I'd like to release reworked versions of them, but honestly I don't think that I'll ever get the chance to. Therefore, as far as I remember, all that remains still publicly available is a little game called MeMO and ESA, a funky development tool. For completeness, let me mention that I also have some stuff for AmigaOS 4: BOH, an immersive dungeon crawler, Huenison, a crazy arcade shooter, KOG, another indescribable game, and glUAE, a tool that integrates UAE into AmigaOS 4.

You are working on a new Amiga game called SkillGrid that looks very promising. Could you tell us a bit about the game/gameplay and specifications needed to play it?

SkillGrid is an endless vertical shooter which, like it always is with my games, is quite different from anything else out there, both technically and gameplay-wise.

Technically, the highlights are:

  • the 4 separate graphical layers (3 of which scroll in parallax) with real transparencies;
  • the music, which is not based on modules, but uses high quality stereo waveforms compressed in a custom way (conceptually, it's as if each tune is an MP3 stored in RAM), so that there are no channels limits (in fact, all the tunes use 10 to 12 tracks) and, at the same time, 2 Paula channels remain free for sound effects.

Regarding the gameplay, to the usual shooting action I've added the need to continually catch/avoid bonus/malus cells, plus some other wicked mechanisms that make the action very dynamic.

The game runs on any AGA Amiga.

How long was the development cycle on SkillGrid, and is this a team effort, or did you create everything yourself?

I started working on it in November 2017. Finishing it required about 1 year of work, although I couldn't work on it full time as, in the meanwhile, I've also worked on the special physical editions of BOH and Huenison, on the final (and physical) version of MAH, a little bit on QUOD INIT EXIT IIo, (these last two games are for the C64), on a couple of engines for the Amiga (which I dream to use for some future productions), and also on a narrative book (in Italian) which got published mid-December - and then, of course, there have been a number of real life issues.

Anyway, back to SkillGrid... Once the development was complete, I dedicated a couple of months to the creation of the packaging, the manual, and so on. I did everything myself (I'm the only guy behind the RETREAM label, which I'm pretty sure you'll find much easier to pronounce than my name).

Is there anything you would have liked to include in the game that did not make it for various reasons? If yes, are some of these potentially something you would consider including in an update, or perhaps even a SkillGrid 2?

No, the game is exactly as I wanted it. I just wish I could have fit more music into it, but there's only so much I can store in the stock A1200 RAM (while keeping the game single-load and runnable from floppies, that is).

Is there any release date set for this game, and where can people get a copy once it is released?

I hope to have it released in March. The physical edition will be published by RGCD, while the digital download will be available from the RETREAM page.

Do you have a number in mind for the amount of copies you hope to sell? And will this affect your decision to create more games for the Amiga in the future?

I have no sales target. I just hope that the game will sell well, as I've been unemployed for more than 2.5 years, so some money is definitely welcome. If life allows me to, I'll keep on making Amiga games regardless of the sales because I do that first and foremost for passion (although I honestly must admit that it would hurt me quite much if sales were impacted by piracy).

To anyone else that might be dreaming of creating their own games, do you have any suggestions for them?

If you are strongly motivated, definitely go for it, be ready to work hard, set your objectives progressively, and don't be discouraged by the difficulties.

What do you think the state of the Amiga community is in these days?

I don't have a clear idea. I don't participate in events, I rarely visit forums, and I'm not part of any team.

Do you have some last words?

Well, thanks for this opportunity. I hope you all will enjoy the product of this last effort of mine and that it will make for a good contribution to the Amiga Community.

That is the end of this interview, thanks for taking the time to do it Simone, I am sure our readers will appreciate it :).
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