I couldn't remember anything about Speedball, but it sounded very strange because I never planned to make Speedball 3 - in fact, I don't even like the original games! So, I searched our past emails and something surfaced from... 10 years ago! ->
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IF you are going to create a game please make smtg similiar but better as Sensible soccer. Multiplayer and all. Love that game.
My idea is closer to Speedball II (yet very different), but, yes, it is based on immediate playability like Sensible Soccer.
Maybe I was talking precisely of the sports game I said to have on paper.
Since the release is very close, I've decided to remove the demos: * keeping them updated would have spoiled the fun; * keeping the outdated versions would not have done justice to the game.
Blastaway passed countless hours of testing, so now it's officially ready for release! If you've been eagerly awaiting for it to be out, then you'll be pleased to hear that it should take less than a day...
This took 6 months. I wasn't able to work on it at full speed and, actually, at times I had to force myself to concentrate and make one more sluggish step. Still, I'm glad that I managed to finish it, and in a reasonable time even, especially considering that this game wasn't in my already overly busy plans. This old school game has been made the old school way: the code is entirely C (written in a plain text editor and compiled via shell, of course), graphics have been drawn manually pixel-by-pixel, each of the 32 colors of the palette have been hand-picked and tweaked repeatedly over time, music has been composed on guitar, but then actually written in a tracker using just 4 channels. That's the only way to achieve a true retro feeling - and the way I love to work.
BRAVO Simone! A new game for us amigans to play in 2019 is just awesome and knowing all the time and care you took to make this game a reality for FREE is mind blowing!
I'm proud to support you on your Patreon page and I urge all Amiga users/fans to donate to Retream (Simone) if you enjoy Blastaway and to encourage our developers to continue making new games for our favourite OS!
The user's verdict so far has been very satisfying: I've received lots of cool compliments and even a few generous donations :) However, the reason I'm writing here is that I failed: the game wasn't perfect! In fact, a user reported an odd bug (details at https://retream.itch.io/blastaway/devlog/109650/quick-bugfix) :/ I made the fixed version available immediately, given that the game is going to be downloaded massively during the next few days. You can download it and install it over the previous copy anytime. I must admit that this little incident bothered me quite much (I aim for perfection, although it's a utopia), but there's also a (sort of) funny side to this story: having recompiled the game today meant that the day in the build date is now... my birthday!
RETREAM - retro dreams for Amiga, Commodore 64 and PC
I've been asked by email, on itch.io, and on various forums to port Blastaway to other platforms, and I've also read some misinformation somewhere, so I thought I'd better give a complete and clear answer everywhere.
I'm not going to port Blastaway to any other platform.
In general, other platforms won't be considered because: * I can't take the burden of adapting the game and then of offering (future) support (two platforms are already demanding, and with BOH I've learned that increasing the number of supported systems beyond two is insane); * porting is boring; * help offers aren't of any help (terrible pun intended) because also collaborating, for several reasons, takes time and energies; * I don't own all the machines I'm being / I will be asked to port the game to, and for money and logistical reasons I can't get more; * I have many other projects (for classic Amiga and Commodore 64) wating to be resumed, and time and energies are limited.
In particular, a classic Amiga version won't happen because: * it couldn't be identical; * it would require a huge development effort, as no direct port is possible: the code would have to be written from scratch and the data would have to be adapted; * it would require an additional effort for testing, given the variety of hardware configurations; * it would require again a big effort in case of updates (if any).
RETREAM - retro dreams for Amiga, Commodore 64 and PC