๐Ÿงต 1/x

A thread about my game dev years (late 1980s - late 1990s)โ€ฆ

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 โž” Team Hoi

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๐Ÿงต 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. ๐Ÿคฉ

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

#TeamHoi #GameDev #gaming #games #game #gamer #RetroGaming #RetroComputing #RetroGames #VintageComputing #retro #history #commodore #amiga #computing #IT #tech #graphics #CGI #design #artwork #art #artist #GraphicDesign

๐Ÿงต 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 โž” Team Hoi

#TeamHoi #chiptune #music #ElectronicMusic #GameDev #gaming #games #game #gamer #RetroGaming #RetroComputing #RetroGames #VintageComputing #retro #history #commodore #amiga #computing #IT #tech #technology #vintage #digital #DigitalArt

๐Ÿงต 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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๐Ÿงต 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. ๐Ÿฅฒ

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

#TeamHoi #PixelArt #GameDev #gaming #games #game #RetroGaming #RetroComputing #retro #history #commodore #amiga #tech #design #artwork #art #artist

๐Ÿงต 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 โž” Team Hoi

#TeamHoi #chiptune #music #ElectronicMusic #GameDev #gaming #games #game #gamer #RetroGaming #RetroComputing #RetroGames #VintageComputing #retro #history #commodore #amiga #IT #tech

๐Ÿงต 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 โž” Team Hoi

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๐Ÿงต 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 โž” Team Hoi

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๐Ÿงต 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 โž” Team Hoi

#TeamHoi #PixelArt #GameDev #gaming #games #game #gamer #RetroGaming #RetroComputing #RetroGames #RetroTech #VintageComputing #retro #history #16bit #commodore #amiga #computer #computers #computing #IT #1990s #tech #technology #vintage #nostalgia #digital

๐Ÿงต Game dev years, 10/x

The British Amiga Action magazine stitched together screenshots of our 1992 Amiga platform game Hoi into a partial map. ๐Ÿ˜ƒ

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

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๐Ÿงต 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. ๐Ÿ˜…

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

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๐Ÿงต 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. ๐Ÿ™‚

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

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๐Ÿงต 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 Calvรฉ 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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๐Ÿงต 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 Calvรฉ 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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๐Ÿงต 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. ๐Ÿ™‚

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

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๐Ÿงต 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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๐Ÿงต Game dev years, 17/x

Next to our Cognition puzzle game, we also developed a puzzler called Clockwiser, published in 1994 for the Amiga (OCS + AGA), CD32 console, MS-DOS and Windows 3.1.

You can play the MS-DOS version online:
https://dosgames.com/game/clockwiser

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๐Ÿงต Game dev years, 18/x

Our composer Ramon Braumuller's energetic title track for the 1994 Clockwiser puzzle game.

It was made in the 7-channel version of our Digital Mugician music editor, adding 3 CPU-powered audio channels to the Amiga's 4 channels.

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๐Ÿงต Game dev years, 19/x

The box front + back of our 1994 Clockwiser puzzler, featuring my game graphics.

Sadly, like the US publisher of our 1992 Hoi game, the British publisher of Clockwiser also didn't pay us. Those years were like the Wild West of game development. ๐Ÿ˜”

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๐Ÿงต Game dev years, 20/x

Reviews of our 1994 Clockwiser puzzle game in British magazines: one in Amiga Format and two in CU (Commodore User) Amiga. One of the CU Amiga reviews covered the CD32 console CD-ROM version of Clockwiser.

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๐Ÿงต Game dev years, 21/x

Our 1994 Clockwiser puzzle game on the cover CD-ROM of Amiga CD32 Gamer magazine. I've photographed the CD-ROM on top of the contents page.

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๐Ÿงต Game dev years, 22/x

Surrounding Clockwiser development, we had also started creating Moon Child, a sequel to our 1992 Hoi Amiga platform game. Moon Child was aimed at the then-new AGA Amigas, and featured Hoi as an automated sidekick.

The video shows an early demo version.

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๐Ÿงต Game dev years, 23/x

In 1995, a Dutch media company offered us a steady job where we could develop Moon Child as a semi-independent game dev division.

As Commodore went bankrupt in 1994, we were required to restart MC development for Windows, enabling us to increase the resolution to 640 x 480 pixels.

The game's scrolling is smooth, but I reduced the frame count for the GIF.

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๐Ÿงต Game dev years, 24/x

Our composer Ramon Braumuller made a tune for the initial Amiga version of Moon Child, featuring the lyrics "It's Moon Child, oh oh oh ooh! You've got the power to be his friend!" ๐Ÿ˜

But after reinitiating MC for Windows, we decided to leave out the second part. ๐Ÿ™‚ This is the final CD audio track for MC's title sequence.

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๐Ÿงต Game dev years, 25/x

In World 2 of our 1997 Windows platform game Moon Child, you need to make use of upward blowing fans to float your way through parts of the level.

The game's scrolling is smooth, but I reduced the frame count for the GIF.

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

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๐Ÿงต Game dev years, 26/x

Our composer Ramon Braumuller's thumping Techno track for world 3 of our 1997 Moon Child Windows game, larded with sounds from Ramon's Roland TB-303.

In this world, Moon Child flies through a futuristic fortress with a jetpack, shooting his way across enemies and obstacles.

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๐Ÿงต Game dev years, 27/x

A scene from Moon Child World 3 (1997).

The game's scrolling is smooth, but I reduced the frame count for the GIF.

Check previous posts in this thread for Moon Child music tracks.

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๐Ÿงต Game dev years, 28/x

Moon Child's final world was a tribute to the semi-abstract "Epileptic finale" of our 1992 Hoi Amiga game, filled with special effects.

Our composer Ramon Braumuller made a fittingly energetic, high-tempo Jungle / Drum 'n' Bass style banger for MC world 4.

Turn up the volume and get ready to dance! ๐Ÿค˜๐Ÿ˜Ž

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๐Ÿงต Game dev years, 29/x

My pixel patterns for the semi-abstract, effect-filled final world of our 1997 Windows game Moon Child.

The palette was fixed, but I made use of color-cycling for the animated effects.

If the animation is jerky, it's because the many pixel shifts in the GIF are too heavy for the browser. ๐Ÿ™‚

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@metin Mozeskriebels. Ben gelijk wakker. High-tempo zeker. Drum 'n' Bass style... niet aan te ontkomen. En dat voor 1992. Die Ramon toch.