Showing posts with label AmigaOS 4. Show all posts
Showing posts with label AmigaOS 4. Show all posts
Friday, 26 February 2016
Huenison Released on Steam! (PC/AmigaOS 4)
The day is finally here! Huenison has thrown down the gauntlet and challenges you to enter (and doubtlessly perish within) his mind control wells! If you are brave enough to face him, then head over to the game's Steam page where a bonus 1-week 20% discount awaits! (Current price with discount is £3.19/$3.99).
As previously mentioned, all customers who bought the game for Windows and AmigaOS 4 back when it was available as a download from our online store and other legitimate sources should have by now received their free keys. Hit us up on the contact page if we somehow forgot you (a few emails bounced)!
Topics:
AmigaOS 4,
indie games,
PC,
projects
Monday, 22 February 2016
Huenison Hits Steam on the 26th of February! (PC/AmigaOS 4)
It's been a long time coming, but the date is finally set! Huenison arrives on Steam in just over three days time, with an introductory 20% discount on the regular $4.99 pricetag and including the AmigaOS 4 version as free DLC with every purchase (undoubtedly a first for Valve?!)
Created by Retream and released in collaboration with RGCD, Huenison is an innovative puzzle-shooter that takes various elements from Arkanoid, BOH, Decathlon, Dyna Blaster, Impossible Mission, Oil's Well, Pac-Man, Pang, Qix, Slam Tilt, Space Invaders, Tetris and Vital Light, and puts them together in a hectic arcade mix. All in retro visuals and synthetic sonorities that recall the revered Commodore 64's SID chip.
As promised, the game now includes Steam achievements, trading cards, badges, emoticons and backgrounds to collect as well as many minor improvements and bug fixes that were identified during the lengthy Steam integration process. Check out the downloadable demo over on the game's Steam page here!
As previously mentioned, all customers who bought the game for Windows and AmigaOS 4 back when it was available as a download from our online store will be receiving a free key in the next couple of days - so keep an eye on your inboxes!
Topics:
AmigaOS 4,
indie games,
PC,
projects
Friday, 26 July 2013
Huenison Reviews Incoming!
In case you missed the news earlier this month, Retream and RGCD teamed up to bring the genre-blending retro puzzle-shmup Huenison to PC's (and AmigaOS 4 machines) across the globe. Well, at long last the reviews have finally started to come in, and so far the feedback has been extremely positive. Cast your eyes over some of our choice quotes, and if you've £2.99 to spare, hit our online store to buy your DRM-free copy today!
"Take Arkanoid, Decathlon, Dyna Blaster, Impossible Mission, Oil's Well, Pac-Man, Pang, Qix, Slam Tilt, Space Invaders, Tetris and Vital Light, mix them up with some glowy retro visuals, throw in some decidedly C64 tunes, add a splash of classic arcade mentality and lo and behold Huenison will be born." indiegames.com
"Huenison perfectly captures the essence of addictiveness and gradual mastery that retro games are so famous for, but it does so without pounding you over the head with it or making you feel like a failure." jayisgames.com
"Being what it is, Huenison isn't about progressing through a story or any of that nonsense; it's all about racking up high scores and surviving the onslaught of bricks." indiestatik.com
"It's chaotic, challenging and so much fun! Welcome to HUENISON!" wraithkal.info
"A riot of dot matrix retro graphics, synthetic sounds from the Commodore 64 and mechanics taken from an era still magical for many retrogamers." inidevault.it (Italian)
"In short, when it comes to new ideas in the world of indie games inspired by the old glories of the past, it is not always easy to match the giants of the genre but there is a lot of innovation in Huenison." idealsoftblog.it (Italian)
"Huenison we liked." Retromaniac Magazine (Spanish)
"The musical theme of Huenison is very good, elevates the intensity of the game, and it sounds like it has come out of the SID chip of Commodore 64." amiga.gr (Greek)
"You need eyes of a chameleon to track everything that happens on the screen at the same time. And with the price of chameleons eyes implants nowadays, Huenison is hard game to beat..." ordordiretro.fr (French)
Topics:
AmigaOS 4,
indie games,
PC,
projects
Friday, 12 July 2013
RGCD Release: Huenison (PC/AmigaOS 4)
Today is a very important day for RGCD. As of 00:00 GMT on the 12th of July, Retream's Huenison is finally available to buy (£2.99, DRM free) for Windows and AmigaOS 4 machines - our debut release in the scary world of PC game publishing. Obviously, to make any impact in the overcrowded indie market it would have to be something really special. Luckily, here at RGCD we've been critically reviewing games on many platforms now for almost a decade - and we think we know a good bet when it comes to a game's potential success.
Huenison has that potential. It's a perfectly crafted combination of a whole plethora of our favourite game elements. Blammo guns and power-ups? Check. Frantic arcade action? Check. Kick-ass chip music, neo-retro visuals, unique genre-mashing game design? Triple check. I mean, come on, how could we not love a game that heavily features samples taken from a 1982 Commodore 64?
We previewed an early version of the game back in March, and fell in love with the concept; here at RGCD we embrace new ideas, and turbo-puzzle-shmups aren't exactly a saturated genre. The listed influences (Arkanoid, Decathlon, Dyna Blaster, Impossible Mission, Oil's Well, Pac-Man, Pang, Qix, Slam Tilt, Space Invaders, Tetris and Vital Light) include some of our favourite games from the past, yet the end result is a shape-shifting hybrid game that feels like it has dropped through a portal from the future. Don't take our word for it though - check out the 5-level demo.
But enough of the hype, what exactly do you get in return for £2.99 of your Earth coinage? To keep things simple, there are two versions of the game available from our store; an executable installer for the PC, and a ZIP archive for AmigaOS 4. Huenison is DRM free and has very basic minimum system requirements (500 MHz, 32 bit CPU, 32 bit graphics card, 16 bit sound card, 12MB RAM, 32MB disk space). Not only that, but our intention is to eventually sell a limited physical boxed CD release of the game - and everyone who buys a copy of the download will receive a £2.99 discount code for the collector's edition when it is released.
So, grab your gamepad, crank up the volume and dive into the chaotic mind-control wells of Huenison...
Topics:
AmigaOS 4,
indie games,
PC,
projects
Saturday, 29 June 2013
Huenison Demo Available! (PC/AmigaOS 4)
After what seems like an eternity in development, Retream's intense dot-matrix colour-matching puzzle-shmup hybrid Huenison is finally complete and just about ready to launch! You may recall our previous enthusiastic preview and update, but now you can finally descend into the mind control wells yourself and experience the game in the form of a short 5 level demo available from the Retream website.
Huenison has been developed specifically for PC and AmigaOS 4, but on the systems we tested the game also ran flawlessly through WINE on both MacOS and Linux. With the full version of the game due for release via our online shop in two weeks time, the demo features 4 of the 9 game modes, 5 out of 25 levels, less bricks, bonuses, disturbances and music, no interludes, no ending and no online high score submission. In short, you get about a fifth of the full game for free, just enough to give a taster of the retro-gaming chaos to follow!
Download the demo here (from the Huenison website).
Developer Interview
Whilst working on the final preparations for launch we managed to sit down and have a brief chat with Simone Bevilacqua, the sole-developer of the game, about his experience working with AmigaOS, SDL and the future of Retream.
As way of introduction, please could you give a brief paragraph or two about yourself?
Outside of Retream I'm a simple office worker. I chose a job totally unrelated to software development, because it drives me nuts if I don't do it exclusively under the inspiration of my own little dreams, my own way, when I feel like and without any external pressure (the self-pressure I put on myself is already barely sustainable, after all).
I have a few other interests, and no time to dedicate to them. Every now and then, I enjoy producing noise with my guitars and I love to play basketball, but now I'm too old and broken: so, to the big relief of all the backboards and rims in the world, I show up at playgrounds only very, very rarely.
As for how I got into game development... Let me pack it in as few words as possible: kid, imagination conquered by the Commodore 64, got my own C64, started fiddling with it, passed to the Amiga, kept on fiddling, never been able to quit the addiction. Made lots of different things, but lately focused on games - I guess it's because they are what struck me as a kid and because they provide the most complete development experience, given that, beside the logical thinking, there's also graphics, music and, of course, the gameplay aspect.
Being one of a minority of game developers who support the AmigaOS 4, can you explain your connection to this market? Is there actually any money to be made by developers in the Amiga scene in comparison to other platforms?
I simply stuck to the Amiga and used it as my main machine through the years, so my projects were naturally developed on it and for it.
Regarding the market, I'm stating the obvious, I know, but the Amiga scene is so small that one just can't be in it for the money.
The current trend seems to be for indie developers to use off-the-shelf development environments (such as Unity) that offer quick cross-platform porting. In contrast to this, you've always opted to build your own framework for game development. Can you explain the reasons why, as well as discuss the benefits and problems of this system?
On the Amiga 1200 I used to hit directly the hardware, as that was much more fascinating than programming at OS level. And dealing with any OS APIs never felt that pleasant to me anyway. But on the AmigaOne and AmigaOS 4 that was not possible anymore, so I searched for an abstraction layer with a reasonably simple API that would allow me to focus on the code of my projects and spare me from the pain of digesting the OS API. I stumbled upon SDL, which, despite some shortcomings, offered exactly what I was looking for - and, as an added bonus, it was also multiplatform.
Little by little, I created a framework of my own, made basically of scripts, custom libraries and SDL, and a tool chain that includes a few custom tools and SVN, make and gcc.
The benefits are fundamentally two: I'm in control of pretty much everything and I can port my software easily to other platforms. No, wait, there's a third benefit: I have lots of fun and do lots of experience in development! The problem is that, sometimes, to achieve a certain result, it's necessary to first do a lot of work to produce the underlying technology, which might even be quite boring per se. In theory another problem would be that, of course, my framework is limited in comparison to what advanced environments offer... but it's a sort of moot point, because my framework completely fulfills my needs.
Finally, with Huenison finally reaching completion, what is next on the horizon from Retream?
One of the little things I'm working on is a new version of QUOD INIT EXIT: I have already a build with some new interesting features ready, and I plan to add more until I've used each and every free CPU cycle and memory byte (but, honestly, I'm still at a loss as for what!).
Another thing is a super-mega-ultra-hyper-final version of BOH. I tend to update my projects continuously and, moreover, I adapt them continuously to the framework, which is a live entity, subject also to incompatible changes whenever that allows for an improvement. BOH is part of this game and so it has improved since the latest update. On top of that, some BOH modules were reused in Huenison and, during the development of the latter, they improved significantly, so I want to backport them to BOH. And there's also another cool thing: but I don't know if it will be feasible and, anyway, I don't want to spoil the surprise.
I feel also the urge to make another brand-new C64 game - I have had the base concept in my mind for more than a year now - but I don't know if it will ever see the light: at the same time, I'm considering whether I should stop developing altogether, because, while it's an activity that provides me with utmost satisfaction, still it's not giving much to the rest of the world... for sure I could use all my energies and capabilities for more important things. I don't know if I'll ever be able to break out of this form of selfishness. Time will tell.
Topics:
AmigaOS 4,
indie games,
PC,
projects
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