🧡 1/x

A thread about my game dev years (late 1980s - late 1990s)…

Our small Dutch dev team's name was initially Soft Eyes. An Amiga shooter titled Venom Wing was our first internationally distributed game, published by the British Thalamus in 1990. I made part of the graphics.

Downloads and more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 2/x

The box cover artwork for our Venom Wing Amiga game was painted by the late, great Oliver Frey. As a youngster, I was so proud to see the ad in one of my favorite game magazines at the time: Zzap 64. 🀩

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 3/x

Our composer Ramon Braumuller's four-channel title track for the Venom Wing Amiga game, published by Thalamus in 1990. The repeating track was made in our own SIDmon Amiga music editor.

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 4/x

Following Venom Wing in 1990, our next major project was an Amiga platform game called Hoi. I penned down preliminary ideas and sketches in a ruled notebook.

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🧡 Game dev years, 5/x

My 320 x 256 pixels intro picture for our 1992 Hoi platform game.

I initially made this in the Amiga's "Half-Brite" 64 colors mode, but the intro's 7-channel music took so much processing power that the image needed to be reduced to 16 colors, hence the harsh sky shades. πŸ₯²

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 6/x

Our composer Ramon Braumuller's 7-channel intro track for the 1992 Hoi Amiga game, made in our own Digital Mugician Amiga music editor.

The Amiga only had 4-channel audio via a custom chip, the other 3 channels were added via CPU power.

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 7/x

A scene from level 2 of our 1992 Hoi platform game.

The crane's chain featured a real-time deformation effect.

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 8/x

A review of our 1992 Amiga platform game Hoi in the British The One magazine.

The US publisher of Hoi ripped us off, but reading a review with a 90% score in one of my favorite game magazines was cathartic.

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 9/x

Our 1992 Amiga platform game Hoi ranked at number 2 in the charts of the British Amiga Mania magazine, above Rainbow Islands (Bubble Bobble 2) and Rick Dangerous.

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 10/x

The British Amiga Action magazine stitched together screenshots of our 1992 Amiga platform game Hoi into a partial map. πŸ˜ƒ

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 11/x

Our 1992 Hoi Amiga game was the subject of a competition to win an Amiga 600 in the British The One magazine.

They didn't scale my graphics properly for the page layout though. πŸ˜…

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 12/x

A demo version of our 1992 Hoi Amiga game on an Amiga Action magazine cover diskette.

The "1 meg only" notice indicated that the Dithell's Wonderland game needed 512 KB of so-called Fast RAM on top of the Amiga's default 512 KB Chip RAM. Hoi didn't need that. πŸ™‚

Downloads + more: https://linksta.cc/@seven βž” Team Hoi

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🧡 Game dev years, 13/x

Following the 1992 release of our Hoi Amiga game, we were asked to create a custom game for a 75-second CalvΓ© peanut butter TV commercial.

The game was also played in a children's TV show called Telekids, where kids could win their height in stacked peanut butter jars.

The image shows my 16-color game background. You controlled a character while scrolling across the rooms, dodging foes and obstacles.

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🧡 Game dev years, 14/x

A short, looping 4-channel chiptune track by our composer Ramon Braumuller, made for the "Peanut Butter Power Game" we developed on an Amiga for a 75-second CalvΓ© TV commercial in 1992.

The game was also played in a children's TV show called Telekids, where kids could win their height in stacked peanut butter jars.

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🧡 Game dev years, 15/x

Our next project was a small-scale puzzle game called Cognition, published in 1994 by the Dutch Amiga Magazine.

I grabbed the video from internet. The player could have solved the puzzles in less moves. πŸ™‚

Turn on the sound to hear some of the title music and the in-game sounds.

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🧡 Game dev years, 16/x

As the video of our 1994 Cognition puzzle game in the previous post only featured a short snippet of its title tune, here's the full 4-channel Amiga tune by our composer Ramon Braumuller.

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