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Old 03 July 2009, 19:05   #1
Shoonay
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Cool Arcymag, a new game

Minniat (programmer) and Koyot1222 (graphician) from PPA.pl are proud to present an early WIP demo of their new cooperative production - Arcymag (The Archmage)



It's a puzzle-arcade game, the hero must gather all the crystals on the map and hide them in a chest.

Requirements: AGA, AmigaOS 3.0

It is advised to try it on a real Amiga, it might not work properly on an emulated one.

Grab it here, will soon appear on Aminet.

PS: Modifications are added on a daily basis, so expect new demo's in the near future.

Last edited by Shoonay; 03 July 2009 at 20:15.
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Old 03 July 2009, 19:21   #2
TCD
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Quote:
Originally Posted by Shoonay View Post
It is advised to try it on a real Amiga, it might not work properly on an emulated one.
Yup, a GFX glitch after the text window disappears on WinUAE. Tried a few settings and couldn't get rid of it. Maybe Retro will find out which setting will fix it

It's playable though and quite fun. Two levels isn't enough for a demo though

Last edited by TCD; 03 July 2009 at 19:27.
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Old 03 July 2009, 19:25   #3
Shoonay
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Quote:
Originally Posted by TheCyberDruid View Post
Two levels isn't enough for a demo though
Yeah, I know, I guess it's more of a engine-demo/teaser...
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Old 03 July 2009, 19:43   #4
nujack
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Yes. Will try it out on my miggy. Thank you for the link.
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Old 04 July 2009, 12:31   #5
Graham Humphrey
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Looks cool - will definitely try this one out. Thanks for the heads-up Shoonay.
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Old 04 July 2009, 12:50   #6
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cool! just the upper parts of the walls bothers me... i would prefer it rendered
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Old 04 July 2009, 21:56   #7
BippyM
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Why is it AGA? Looks basic IMO!
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Old 04 July 2009, 22:00   #8
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yes, that screenshot have only 41 colors (and reduced to 16 looks almost the same)
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Old 05 July 2009, 16:57   #9
Graham Humphrey
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Just tried this, it basically works but obviously being a WIP demo there isn't much of a game there just yet.

I had a bit of a problem though, the text messages wouldn't disappear from the screen properly. They just flicker instead until the level is finished which is a bit off-putting. You can still play it but it's a bit tricky to know what you are doing when half of the screen is covered up by flickering text.
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Old 05 July 2009, 16:59   #10
Retro-Nerd
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Looks like a SNES RPG Maker game.
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Old 05 July 2009, 17:00   #11
TCD
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Quote:
Originally Posted by Graham Humphrey View Post
I had a bit of a problem though, the text messages wouldn't disappear from the screen properly. They just flicker instead until the level is finished which is a bit off-putting. You can still play it but it's a bit tricky to know what you are doing when half of the screen is covered up by flickering text.
Is that on your real machine Graham? That is exactly the GFX glitch with WinUAE I meant in my post.
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Old 05 July 2009, 17:01   #12
Graham Humphrey
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Ah sorry - missed your post. Yeah this is on my A1200.
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Old 05 July 2009, 17:01   #13
Shoonay
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Quote:
Originally Posted by bippym View Post
Why is it AGA? Looks basic IMO!
Here's hoping all of the colors will be used in the newer beta, too
Quote:
Originally Posted by Graham Humphrey View Post
I had a bit of a problem though, the text messages wouldn't disappear from the screen properly. They just flicker instead until the level is finished which is a bit off-putting.
Yup, Minniat noticed this glitch and said he managed to fix it.
He didn't post a fixed version though...
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Old 05 July 2009, 17:04   #14
TCD
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Quote:
Originally Posted by Graham Humphrey View Post
Ah sorry - missed your post. Yeah this is on my A1200.
No problem. I just thought it was a WinUAE problem (although it seemed strange that it should happen in WinUAE and not on the real deal).

Quote:
Originally Posted by Shoonay View Post
Yup, Minniat noticed this glitch and said he managed to fix it.
He didn't post a fixed version though...
Heh, you could have posted it when I said I have that problem
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Old 05 July 2009, 17:12   #15
Shoonay
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Quote:
Originally Posted by TheCyberDruid View Post
Heh, you could have posted it when I said I have that problem
He wasn't aware then, that it glitches on a real Amy too and he doesn't care about emu problems.
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Old 05 July 2009, 17:24   #16
TCD
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...and he doesn't care about emu problems.
I see. Well send him my kind regards and tell him :



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Old 06 July 2009, 15:35   #17
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Originally Posted by Shoonay View Post
Yup, Minniat noticed this glitch and said he managed to fix it.
He didn't post a fixed version though...
Minniat, the programmer here. I've uploaded the update and it's reachable from original link, just didn't add comment about it in the original news. And I do care about emu problems guys.
 
Old 06 July 2009, 17:54   #18
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Thanks for the update! Works like a charm now
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Old 07 July 2009, 12:47   #19
Shoonay
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Quote:
Originally Posted by bippym View Post
Why is it AGA? Looks basic IMO!
hextreme/Minniat forgot to add that the game uses OS3.0 specific libraries so it would be easier to convert it to classic amy's with a graphic cards and newer amy's with OS4.x, maybe even MorphOS.
The number of colors may not justify the need for an AGA machine, but Koyot1222 hasn't said the last word about the graphics
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Old 14 February 2010, 12:41   #20
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It took a while, but finally, here it is:
Quote:
Originally Posted by Robert Szacki (Minniat) from PPA.pl
Here's the 2nd preview demo of the game, that consists of 5 playable levels. The game is a logical-arcade similar to games such as Sokoban or Robbo, with isometric graphics. The player needs to gather all the gold and diamonds on the level and stand on the teleporter. It's not always as easy as it sounds, you'll have to avoid the dangers and solve a few puzzles on your way. You'll get score points from gathering gold and killing the bats.

Here's the link to the packed archive containing the game.
Make sure you've got the ixemul.library 48.0 version. The game requires an AGA Amiga, preferably with an expansion card (it is necessary since it's written for the system and thus on a 68020 works half the speed it should), or a similar emulated configuration. In this version the game uses the blitter, so it won't run on Amiga's with a graphic card, but that'll soon get fixed. The screen of the game is promotable.

A few screenies:

Level 1


Level 2


Level 3


Level 4


Level 5


And here's a few screenshots from various versions of the main engine. Some things aren't used in the demo, for example the shadowing of those unseen fields, the text at the bottom, and some icons.





There's quite a few of different version of the engine on my HD, one could simply find himself lost A few random events decided on the release of thise demo. The biggest problem for me wasn't the engine itself, but the general idea behind the game. I do hope I managed to create something that's playable. To be prefectly honest, the game can get boring with time, the puzzles are easy and it's no challenge for a good player. That's why I'm afraid the future release of the game is a mystery, and I can't give you my word on it.

I'd like to thank my graphician - Krzysztof Matys (Koyot1222) for co-working with me on the game.

Do share your thoughts on this one, all comments are welcome. Just please don't say it doesn't work on MorphOS, I already said why it is so... (the graph-card version doesn't exist yet, but it's a simple matter of swapping the graphical operations)

Cheers and happy testing!
[ Show youtube player ]

Last edited by Logan; 14 February 2010 at 16:28.
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