03 February 2018, 15:29 | #21 | |
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I still feel a shiver down my spine whenever I play Ziriax, because soooo much passion and energy went into it (not only the game, but all the tools developed next to it, like a level editor, a realtime linker, sprite animation sheet editor, etc). The bad news was, that I got screwed again with my second game Zarathrusta, since Hewson went bankrupt while selling it. They did pay me some money when they rebooted as 21st Century Entertainment, but only if I would develop Deliverance for them, so it was a bit of blackmailing. But it was fun working with Kim Goossens on it. But no matter how hard these companies screwed young developers, the friendships that spawned from making these games are very strong, no money can replace that And I'm still a professional programmer enjoying my work every day, all thanks to the sparks of the Amiga and C64. |
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03 February 2018, 15:33 | #22 | |
Going nowhere
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Technically, it made Gods look a bit silly. |
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03 February 2018, 21:09 | #23 |
namm namm AMIGA
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Ross
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04 February 2018, 00:48 | #24 |
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Oh that is a nice complement! Gods was a better game imo, we only had 6 months to make Deliverance. I just got paid for the working hours, since it was supposed to be a quick and dirty conversion of the C64 Stormlord II. However Kim Goossens wanted to show off his graphics skills, and decided to make something completely different ;-) But we contractually we had to make 10 levels, and that was simply impossible in combination with the insane gfx and animation from Kim... Out of budget we had to finish the game with a silly shmup as the final level. I got paid reasonably well for Deliverance, but we did not have any royalties, since it was supposed to be a conversion... Afterwards we went into 3D. Kim is now working at Ubisoft.
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04 February 2018, 07:00 | #25 |
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I wonder how much money these companies made from the work of other people. Nowadays the creators have internet, Steam etc so they can bypass company men but back then it was all about blackmailing and stealing I guess.
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05 February 2018, 20:49 | #26 |
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The screenshots and features for this release looks impressive.
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05 February 2018, 21:37 | #27 |
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Thank you Ross and great to see a cracktro
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05 February 2018, 21:47 | #28 |
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Deliverance:
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05 February 2018, 21:54 | #29 |
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Where to get??? ;(
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05 February 2018, 22:39 | #30 |
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05 February 2018, 22:45 | #31 |
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Let's talk more about Ziriax, after all, everyone knows Deliverance a lot more anyway. Ziriax has remained underrated and kinda hidden all these years.
Ziriax, I suppose the answer is "no", but is there any remote chance all those tools like level editors for Zarathrusta can be recovered and released? Was there also a level editor for Ziriax? How about a sprite editor? Would be cool to use the engine to do something else |
05 February 2018, 23:18 | #32 |
Defendit numerus
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THANK YOU ALL FOR THE COMPLIMENTS!
Kudos to Peter Verswyvelen, privately he wrote me really exciting words. I'm honoured by the IndieRetroNews article! Just a little curiosity. I've noticed a Youtube video: [ Show youtube player ] The uploader got the incredible patience to wait 8 minutes for end of scroll-text.. but.. is not the end The spaceship fail also the second approach to planet 'ross'. On the third try there is a change in flying asset/attitude Insanity? Yes.. this explains where the name of the played module comes from Thanks to Hukka! |
06 February 2018, 06:54 | #33 |
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HI Ross,
thanks for the hint!: that's fun indeed. I am gonna learn to be patient then. |
06 February 2018, 18:51 | #34 |
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No unfortunately these tools are lost.
I was a bit of a maniac back then, I wrote everything in assembly language, direct to the hardware, no call to the system libraries. I even made a custom disk loader, again using the hardware directly. This was all possible because Commodore published these wonderful books about the system. I surely miss those days. |
06 February 2018, 19:42 | #35 | |
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Quote:
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08 February 2018, 08:26 | #37 |
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08 February 2018, 11:11 | #38 |
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Ziriax writing hardware direct is pretty awesome, I suppose you made your own library that you re-used throughout your games at the time?
Really appreciate all the hard work you put into your games, I'll enjoy them with my son. Thanks. |
09 February 2018, 19:29 | #39 |
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Thanks! My library evolved from game to game really. The 68000 CPU was a joy to work with, I always had the feeling it was made for programmers, not just for compilers.
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11 February 2018, 21:50 | #40 |
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thank Ross
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