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Author Topic: Gemdalus-new AGA game coming soon! It's RELEASED NOW !!!  (Read 3727 times)

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Offline klx300rTopic starter

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Gemdalus-new AGA game coming soon! It's RELEASED NOW !!!
« on: May 12, 2025, 10:14:02 PM »
If you were a fan of Oil's Well on your C64 you're going to love playing Gemdalus on your 68k Amiga coming soon from RETREAM ;D

Here's a screen pic from Level 1 and a cool initial game play preview from Amiga Bill's Twitch channelstarting at 1:05

« Last Edit: May 24, 2025, 10:45:24 PM by klx300r »
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Offline saimo

Re: Gemdalus-new AGA game coming soon!
« Reply #1 on: May 15, 2025, 04:23:42 PM »
@klx300r

Thanks for letting the Amiga folks know.


@all

Short gameplay preview: https://www.youtube.com/watch?v=TVycPY78rqE
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline saimo

Re: Gemdalus-new AGA game coming soon!
« Reply #2 on: May 22, 2025, 05:47:51 PM »
Some gameplay snippets: https://www.youtube.com/watch?v=Zz6nm0MxYT8
And also a look at one of the thousand old versions of the menu screen: https://www.youtube.com/watch?v=zTK5vRsItmc
« Last Edit: May 22, 2025, 05:54:35 PM by saimo »
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline saimo

Re: Gemdalus-new AGA game coming soon!
« Reply #3 on: May 24, 2025, 03:22:39 PM »
The game is out: https://retream.itch.io/gemdalus
Enjoy!
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 
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Offline klx300rTopic starter

  • Amiga 1000+AmigaOne X1000
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Re: Gemdalus-new AGA game coming soon!
« Reply #4 on: May 24, 2025, 10:44:47 PM »
The game is out: https://retream.itch.io/gemdalus
Enjoy!
Simone thanks yet again for an original top quality game for our AMIGA'S both 68k and PPC !!!
____________________________________________________________________
c64-dual sids, A1000, A1200-060@50, A4000-CSMKIII
Indivision AGA & Catweasel MK4+= Amazing
! My Master Miggies-Amiga 1000 & AmigaOne X1000 !
--- www.mancave-ramblings.blogspot.ca ---
  -AspireOS.com & Amikit- Amiga for your netbook-
***X1000- I BELIEVE *** :angel:
 

Offline saimo

Re: Gemdalus-new AGA game coming soon! It's RELEASED NOW !!!
« Reply #5 on: May 30, 2025, 09:51:57 PM »
Somebody in a forum and others privately expressed their appreciation of the game music. I thought that the technical details might be interesting to everybody, so...

Right from the start, I wanted:
 * the game to run on stock machines;
 * the game to run at 50 fps;
 * music and sound effects to play at the same time, without music instruments being cancelled by sound effects;
 * the music to change dynamically depending on the game situation;
 * the game to fit on a single floppy disk;
 * to have everything load at boot and thus avoid loading while playing.

The unusual route I took was the easiest on the hardware: pre-recording the music as various sound samples to play on 2 of the 4 Paula channels, thus leaving 2 channels free for the sound effects.
This allowed the music to be made of virtually infinite channels. Therefore, I went for 8 channels: 2 for drums (I could have used more to be honest, but, really, it would have hardly made much difference), 1 for bass, 1 for strings and 4 for the melody synth (given that the instrument echoes, it needed space). Of course, more notes and more instruments could have been added, but that would have made the music too intrusive, whereas I wanted it to be just a background accompaniment.

Here is the "normal" music (i.e. the music that plays when no bonuses or maluses are active): https://www.youtube.com/watch?v=eNRSgg_GnWI

The downside of this choice is that the samples take a lot of space - especially considering that I went for a rather high quality: 28604 Hz. As a consequence, the music is mono (this halves the amount of data) and shortish (each tune lasts only a few seconds). The fact that music is mono is hardly a problem: since it is just a background accompaniment, the subtleties of stereo are not that important. The fact that the 5 tunes that the music is comprised of are short is counterbalanced by their frequent switching from one to another due to what happens while playing.
In the end, the music ended up taking 1304526 bytes (i.e. almost 1.25 MB), for a total duration of 45.6 seconds. Such size was the limit to leave enough CHIP RAM for the rest and to have the data fit on the floppy disk.
By the way, to actually get the game to fit on a floppy disk, I had to compressed the tunes. Luckily, I had some methods and tools ready, as I had originally developed them for SkillGrid (that game also uses pre-recorded music, although it is stereo and decompressed in real time): I just had to choose those that would produce the best results and write the unpacker routine that would decompress the data at startup (unfortunately, I did not have it for the method that produced the highest compression ratio). Compressed, the music amounts to 622067 bytes (about 52.3% compression ratio).

Side note: I used the same compression method also for the other tunes (which are combined toghether into a regular tracker module) and the sound effects.
« Last Edit: June 02, 2025, 09:51:34 AM by saimo »
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Offline klx300rTopic starter

  • Amiga 1000+AmigaOne X1000
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Re: Gemdalus-new AGA game coming soon! It's RELEASED NOW !!!
« Reply #6 on: June 01, 2025, 01:57:52 AM »
@ saimo
thanks the music and sound effects sound great!
____________________________________________________________________
c64-dual sids, A1000, A1200-060@50, A4000-CSMKIII
Indivision AGA & Catweasel MK4+= Amazing
! My Master Miggies-Amiga 1000 & AmigaOne X1000 !
--- www.mancave-ramblings.blogspot.ca ---
  -AspireOS.com & Amikit- Amiga for your netbook-
***X1000- I BELIEVE *** :angel:
 

Offline saimo

Re: Gemdalus-new AGA game coming soon! It's RELEASED NOW !!!
« Reply #7 on: June 02, 2025, 09:51:44 AM »
Another insider look: https://www.youtube.com/watch?v=wHEEDjyUes4

In the early stages, the design of the game included as a main feature the necessity of uncovering the mazes by visiting all of their corners. This was conceptually and visually cool, but terrible from a gameplay point of view, as it made the game hard and destroyed completely the strategic aspect of the game (at the beginning of a level, being able to see the whole maze, with its bonuses and maluses, allows the player to choose the best strategy to complete the level while amassing as many points and extra lives as possible).
Therefore, the idea got replaced with a much milder one, according to which the unvisited areas of the mazes were simply darker. That was nice to the eye, but it did not really add much.
So, also the second idea got canned and the two bitplanes that had been reserved for it were used to double to the number of background colors and for the transparecy-based effects that provide feedback when a gem/bonus/malus gets picked up.
RETREAM - retro dreams for Amiga, Commodore 64 and PC