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Old 11 May 2019, 20:20   #1
Cobe
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PONG4K CD32/AGA Available in June

Pong4K © 2019. Code/SFX by Cobe, Pixel Art by Koyot1222, Music by Slavko Goatmare Kozomora, Testing/Support by Lemming880.



Minimum System Requirement: PAL CD32/A1200

Available in June at:
https://amiga.net.pl/index.php?lng=e...=10010&tms=427
Physical release 9 euro
https://amiga.net.pl/index.php?lng=e...=10010&tms=428
Digital download 5 euro

Aminet upload of bare game without cdxl and cdda will follow during summer.

Demo of a game won 3rd place at Retrokomp in October 2018.
http://eab.abime.net/showpost.php?p=1277359&postcount=4
Its available at:
http://www.pouet.net/prod.php?which=78586


Basic features of the game:

real full screen 320x267 pixels
animated CDXL intro in HAM-6 mode
up to four players simultaneously - pad sharing or keyboard
3 different game modes
dynamic stereo sound effects panning
parallax scrolling
new retro wave digital audio - some of official soundtracks: http://eab.abime.net/showpost.php?p=1278389&postcount=6
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Old 14 May 2019, 10:58   #2
Clydos
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AmigaBill played the new version in his yesterday's stream: https://www.twitch.tv/videos/424562285?t=00h59m51s. It was a blast, this game is really awesome. I would not have thought that you could enhance the free version in such a great way. I preordered the downloadable version as the shipping costs are so high. :-( I hope to get the physical release at Amiga34.

The music is totally insane! You should consider putting the soundtrack to bandcamp or somewhere.
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Old 14 May 2019, 23:19   #3
Cobe
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Thanks Clydos for the support!

And thanks AmigaBill for nice review!
About that, adding the game to Amigalive that you mentioned, that would be nice at some point after release.
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Old 14 May 2019, 23:56   #4
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Very nice, gonna get the digital version as well when it's out!
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Old 15 May 2019, 00:00   #5
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I have ordered it boxed few days ago. What is the main difference to 2018 version?
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Old 15 May 2019, 00:06   #6
Cobe
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Thanks to both!

Appart from lot of small improvements, main difference is that now there are 3 different modes to chose while in the demo there was just one.
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Old 15 May 2019, 14:47   #7
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Game modes:

2x2:
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IIxII:
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4x4:
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Old 15 May 2019, 17:33   #8
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Bought the physical version. Now the wait ... WTB patience.
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Old 15 May 2019, 20:36   #9
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Old 17 May 2019, 20:49   #10
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I prepared music from PONG4K CD32 RK2018 version in 8SVX-XPK and AIFF-ADP4

pong4k-8svx.lha

pong4k-adp4.lha
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Old 18 May 2019, 01:53   #11
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Cool new game! I’ll buy when it comes out.
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Old 03 June 2019, 20:45   #12
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It's out!

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[ Show youtube player ]
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Old 03 June 2019, 21:27   #13
vulture
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Purchased the digital dl, well done!
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Old 03 June 2019, 21:45   #14
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I'll be totally honest; not really my favourite type of game... but I can clearly see the amount of effort Cobe and co. have put into this

...and I always support active Amiga developers so purchased; great value too.

Well done guys!!!
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Old 03 June 2019, 22:41   #15
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Thank you guys!
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Old 04 June 2019, 00:22   #16
vulture
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Why do I get no music? I've extracted the files from iso to a dir on my A1200/030, then double clicked start. Only effects, no music.

edit: oh, I suppose that's only if I somehow mount the iso and play from cd as audio tracks.
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Old 04 June 2019, 00:51   #17
Cobe
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Yeah, I was to ask if you have cd-rom.
As I know so far noone made tool to mount iso+wavs on real Amiga. If some of the guys here wiser than me would even pull that up it would certainly need AHI and 060 at least.
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Old 04 June 2019, 01:05   #18
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Old 04 June 2019, 01:10   #19
vulture
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Thx for the verification. Any chance you make a version with mod playback at some point or is it out of question?
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Old 04 June 2019, 07:39   #20
Cobe
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Well, ok, it's not out of the question but I won't promise anything.
I'll consider that as an possibility perhaps for the version I said I'll upload to Aminet in month or so.

It's not just that I think that Slavko's New Retro Wave is outstanding and irreplaceable but also I would have to change the way I play sfx.
Cause if you pay attention and you have your speakers setup correctly, you'll notice that sfx are played from hard left to the right and anywhere in between exactly right where the event(jump, hit..) occurred.
That is achieved by using 2 channels at appropriate levels for sfx cause when I decided to play music from cd I didn't have to constrain myself in playing sfx on just one channel that would be only hard left or right, which didn't sound right in the first place to me.
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