DOOM 3 on AROS

Nick Andrews, one of our senior developers is ironing out the final bugs on it's DOOM3 code.

NEXUIZ the first port by BSzili

The new developer in town (regarding aros) is on a porting rampage and its second port was well received by AROS gaming community.

Aquaria - A magic journey...

Aquaria is the most beautiful game ever and it's available for AROS.

Retro fun on AROS....

Insane Jump and Run Game with Puzzle elements... Really hard retro game action with knobs on!

AROS Playground Wallpapers

Some Desktop Wallpapers with AROS Gaming inspiration, done specially by our resident artists...

Saturday, March 16, 2013

Alien Breed goes Odamex, interview with XDelusion

Very, very long ago when Doom started a new era of gaming on PCs, some brave coders decided that first person shooters weren't for Intel machines and consoles only, but that also good old Amigas - maybe with some acceleration here and there - could afford a decent FPS. Those people where the coder of Alien Breed 3D, which become a little classic for the platform. Tempus fugit, anyway, and nowadays we can get great 3D graphic engines even in the open source planet, which can be modified and "dressed" as we like. So, why not adding to a popular "anternative" DooM engine some new graphics inspired from Alien Breed 3D, to create an amazing remake of the old Amiga classic? User XDelusion from AROS-EXEC.org had exactly this idea and showed a little video of his progress here. Here at AROS PlayGround we all agreed it was great, and we decided to talk a little with him about his project. Here's the interview.

- when did you get involved in AROS, and what were your former projects?

I have had my eye on AROS since the idea was first proposed on the Internet back in the mid 90's, but I did not start using it regularly until the past three years. Thus far this is my only AROS project, unless begging BSzili to port Odamex counts as one. :)


- I guess you were a fond player of Alien Breed 3D, when did you play it, and what were your dreams at the time?

If I recall correctly, I was able to play a little Alien Breed 3D sometime shortly after its release. I think it was at a friends or at an Amiga show, I forget. From that point on all I could dream about was having an Amiga powerful enough to run a DOOM clone and of some day making my own FPS game, though by nature I was a huge RPG fan at the time.

- Would you have imagined, at the time, that many years after you'd start "backporting" the classic on a newer engine?

Back in the day when Alien Breed 3D was still relatively new, all I wanted to do was learn how to make maps for DOOM, but I didn't think I was smart enough at the time to teach my self. I ended up finding an Amiga program called 3D Construction Kit and would sit around all day tinkering with it, creating rooms, populating, them, gliding around them slowly, and dreaming about virtual reality head sets. Needless to say, I never imagine that I'd be merging Alien Breed with a DOOM engine, as I said I didn't think I had the capacity to self teach as I did, but some time later I found myself doing just that, but I never imagined I'd be creating a new Alien Breed chapter within the engine, that was actually and idea of Fishy Fiz's to be honest.


- why did you chose Odamex? Are there any particular feature that drove you to this decision? Were there any other option available?

Originally the project was intended to be a clone of the original Alien Breed 3D and was being designed for Nova's port of BOOM for the 68k Amiga. Fish mentioned it one time in passing, and I ended up staying up all night thinking about it. The next morning the projekt was born but it was some time later that I realized that BOOM did not have all the features necessary to pull off my vision.
Around this time, BSzili was kind enough to port as much of Odamex over to AROS as he could. Having this particular engine is a giant step over having BOOM. In short is allows for the majority of ZDOOM 1.22 and 1.23's features to function just fine, this includes nearly every mapping feature available to Hexen, an advanced scripting language, sloped floors, swimmable water, controllable gravity, new Railgun weapon, on-line or networked co-op or death match, the list goes on.
Without using GzDOOM which is Windows only, I probably won't be able to create a perfect or near perfect clone of Alien Breed 3D, so instead I am going to take advantage of those features unique to Odamex and am in the process of creating and entirely new chapter for the Alien Breed saga, though instead of drawing influence just from the 3D titles, I am using all the games of the series as inspiration.


- What are the main problems and difficulties you're encountering during the process?

Three of the hardest aspects of the project is staying inspired, staying in a good mood, and making the time. I of course had to take a crash course in the ZDOOM engine that Odamex is based upon. Then I had to take time to figure out which of those features Odamex supported and which ones were not, or were broken.
I had a lot of experience with the DOOM Legacy and PrBOOM engines, so that came in handy, but learning how to edit in Hexen mode took a little while to adapt to as well. Other than that the only other struggle has been the fact that so far I've been working alone.

- Are you planning to release your total conversion in a particular time frame?

I'm going to have to go with the AROS motto here, but idealy I would like to have a polished up 1 to 3 level teaser released before summer.

- If anybody would help... how can he get in contact with you?

I am very open to help from the outside, especially from those interested in pushing pixels as I could use some custom weapon sprites for the game, as well as some extended work on the enemy sprites I am currently using. The AB3D resources on Aminet were kind of lackluster to say the least. Some of the enemies only have frames facing the player, but none facing backwards, to the side, or at angles. The more frames the better so if anyone has the skill the project could certainly use help in that department!
If there are any seasoned mappers who are familiar with ZDOOM in HEXEN mode, then please by all means, get in touch! We also urge programmers. And last but not least, a port of the server and a nice GUI for the program would also be a boon because as I said, I want to emphasize multi-player with this project and little features like that would make it easier for AROS users to contact each other, set up their own servers for Odamex., and just launch custom pWADs without command line.
Also I would like to call upon any Alien Breed veterans who have features they would like to see in this project, or who have seen the project and see something about it that they don't like. I consider the Amiga to be holy territory and I want to stay as true to the spirit of the originals as I can, but without keeping the atmosphere and level detail back in the 90's, so if anyone has any ideas they would like to shoot at me, I'd be open to listening to them at the very least.
I can be contacted here or at AdvertAndEntice AT gmail DOT com

- How can we follow your progresses?

To follow the project, you can just watch for my posts on AROS-EXEC.org and on Amiga.org, GBATemp and EmuExtras, as I have put additional focus on making sure this runs well on the classic XBOX and hopefully some day the Wii too.



Tuesday, March 12, 2013

Gigalomania - Megalomania remake


Gigalomania is a 2D real time strategy game that is a clone of Mega-Lo-Mania. The gameplay consists of researching and developing new technology with which to conquer your enemies, from rocks and sticks to nuclear weapons and spaceships. You can advance through ten different ages, from the stone age to the future. There are 28 different maps to play through.


While it's not a strict and official Megalomania remake, it definitely has it's roots well established and it's recognizable as such. In fact it is possible to use the original graphics from Mega Lo Mania  - you need the game in Amiga "hard disk" format, such as WHDLoad version.

The real interesting aspect is that the game author is also the porter of the AROS version - Give a round of applause to Mark Harman.

All required info is available on the author's website.

You can download the game here: AROS-Archives

Saturday, February 23, 2013

OpenRedAlert - Finally on AROS!


OpenRedAlert is a reimplementation of the game engine of the classic real time strategy game Command & Conquer RedAlert. The OpenRedAlert project is based on the FreeCnc and FreeRA projects, but with more features implemented.

Command & Conquer is a real-time strategy video game franchise, first developed by Westwood Studios. The first game was one of the earliest of the RTS genre, itself based on Westwood Studios'  strategy game Dune 2 (that made into the Amiga) and introducing trademarks followed in the rest of the series. This includes full motion video cutscenes with a notable ensemble cast to progress the story, as opposed to digitally in-game rendered cutscenes.

Command & Conquer: Red Alert, released on October 31, 1996, is set in an alternate universe 1950s and was originally made to be the prequel to Command & Conquer[15] establishing Red Alert as the prologue of the entire Tiberium series of games. Since then Louis Castle has said that connecting Red Alert with the Tiberium series was a "failed experiment". Red Alert introduces the Allies and the Soviets as rival factions roughly analogous to NATO and the Warsaw Pact of the Cold War.
 

 Credits:
Serk118uk ported OpenRedAlert to Aros.
This isn't the first attempt to port OpenRedAlert to AROS, back in September of 2009, Mazze already had a go at it, but it wasn't fully debugged - even the original source...

Download:
 - Open Red Alert for Aros/i386 (1,7 MB)*
 - Original Sources (required for missing ini-files, 352 kb)
You also  need the Original game datafiles - download here or download the demo (26 MB).



Additional info:
This port was release (a bit) in a hurry because of technical difficulties that haunted Serk118uk. Therefore it is required to download the original sources as well, in order to add some missing ini-files (they need to be copied manually from the archive into your AROS installation, see this post).
Also check the Serk118uk's blog-entry and/or in this thread.




Sources: AROS-World and Serk118uk Blog

Thursday, January 17, 2013

Ri-Li train reaches AROS station


Take good old Nibbler (or "Snake" from your old mobile phone), add the wooden trains and railroad you played with when you were a kid, and shake them with a lot of circuits, crossings and collectible gadgets: you'll get one of the simpliest, but also more compelling games ever ported to AROS. When you start playing, your train is just composed by the engine and a wagon but, placed everywhere on the circuit, you can collect new coaches that will add themselves to the train, making it longer. The longer your train, and more easily it will crash onto itself, exactly like snakes did on your phone. What makes things really difficult, here, is that you won't be able to move freely around the screen, but you will have to wait for the next crossing to change direction: every time your engine will leave a crossing behind itself, a red arrow will move to the next one, and you'll have a short time to decide the next move. Ri-Li's graphics are essential, with bi-dimensional, 800x600 fixed resolution maps, pretty animations and simple drawings. But this game is not about graphics at all: music is nice and gameplay is compelling. You just can't stop playing once you start and, when you're tired, you can rest for a while but, someday, the will to finish the last level comes back. Between every map and the next one you will be prompted with an article from the Universal Declaration of Human Rights, and you will have to guess what is the right article number. Correctly answering will give you 50 points. I can't say exactly how much I appreciated this idea, but at least this game is trying to teach something "more" to players, and it can be educative too. I'd have more liked, however, if questions had covered a wider range of subjects, than just one.

From a technical point of view there's nothing to complain about: controls are responsive enough, however it's better playing this on a native installation than in a virtual machine. Timings are short and the emulation overhead can bring some tragic delays, which will make the game barely playable in the advanced levels. The game works well with VESA mode, so if your video card is not supported by AROS, native drivers you will be able to play as well. And now, some links:


Saturday, November 24, 2012

Cave Story: Doukutsu Monogatari

Cave Story, or Doukutsu Monogatari, is a Japanese freeware PC side-scrolling platformer game developed by Studio Pixel   . It has been translated into English by Aeon Genesis Translations   and will have an official translation script published sometime in the near future.
This is really one of those games that can be considered an almost masterpiece of game design. There are so many wonderful and classic gaming elements, that I cannot even begin to describe just one quality well enough to say "It is for this one reason alone that Cave Story is a great game." There is just so much effort, originality and ingenuity behind this game and it really shows more and more as you play through it.


More info on Cave Story can be found on this web-site

AROS Port was handled by Bszilard BirĂ³.

And it can be downloaded here and the data for Cave Story Deluxe here

Install procedure:
Copy "Doukutsu.exe" and the "data" directory next to the executable. After that all you have to is to start "nx", and have fun.



Thursday, November 22, 2012

OpenJazz: Jazz JackRabbit engine




Jazz Jackrabbit is a series of video games featuring the titular character of Jazz Jackrabbit, a green anthropomorphic hare, who fights with his turtle nemesis, Devan Shell, in a science fiction parody of the fable of The Tortoise and the Hare. Created by Cliff Bleszinski and developed by Epic MegaGames, the series debuted on the personal computer in 1994 with Jazz Jackrabbit. The series consists of two computer games and a handheld console game. He was originally the mascot of EpicGames.
OpenJazz is a free, open-source re-implementation of the classic jazz Jackrabbit ™ games. OpenJazz can be compiled on a wide range of operating systems. To play, you will need the files from one of the original games.


 OpenJazz Webiste can be found here

AROS Port was handled by Bszilard BirĂ³ - AROS EXEC-Thread

You can download it at AROS-ARCHIVES (not ready yet) and the shareware version can be downloaded at DOS Games Archives.


Thursday, November 1, 2012

TUX Football: TUX nowhere to be seen...


Tux Football is a great 2D soccer(for U.S.)/football(outside U.S) game. It aims on bringing old style gameplay from AMIGA times back to your computer with more up to date graphics! It's gameplay is similar to old classics such as Anco's Kick Off and Sensible Software's Sensible Soccer or it's sequel SWOS.
The gameplay is designed to be quick, responsive and fun. You are always in control of the player closest to the ball. The ball is controled via two differentn kick buttons - one for pass, and one for shoot. Aftertouch can be applied to shots by quickly pressing and holding the direction you want the ball to bend towards. Pushing in the opposite direction to what you kicked the ball makes it raise into the air, pushing in the same direction as the ball makes it dip towards the ground.

 It's still W.I.P. so here's what is done so far (at the date of this anouncement):
  • Two Teams
  • Pass, Kick, Tackles, Headers
  • Aftertouch
  • Bounds detection (i.e. we know when throw ins, goals, etc. happens)
  • Realistic physics on the ball, including bouncing off goal posts.
  • Title Screen, With menu.
  • Sound Support, including sfx and music
  • Computer controlled players
  • Redefining keys, selecting number of players
Still to be done:
  • More Teams
  • More graphics and moves, such as throw-in graphics, rolling around on the floor in agony, etc.
  • Talking about agony, injuries and player-player collision detection need to be added
  • Along with yellow cards and red cards
  • And substitutions
  • Joystick support
  • Music and SFX need to be improved.
  • Networked play
  • Leagues, player stats, transfer market


Port is being handled by Boran Serkan, and he promises to keep an eye and update the port as well as it progresses - so keep your eyes on the available downloads.

Download Aros version at PortaCall site

Controls:
Direction Keys : Move player around
Left Shift : Shoot (heavy kick in the air)
Left Ctrl : Pass (softer kick along the ground, directed to feet of the closest player on your team in the direction you passed in)

Wednesday, October 24, 2012

Nether Earth: RTS ZX Remake



Nether Earth was the very first real time strategy game. Designed for ZX-SPECTRUM machine with only needed 48KB of RAM to work. It had all the typical elements of strategy games: resources, factories, combat units, etc.
Nether Earth is a very interesting game from the point of vies of Artificial Intelligence (AI) since all the robots are self controlled. You just have to give your orders to the robots and they will try to follow them. For instance you can tell a robot to "CAPTURE NEUTRAL FACTORIES", and the robot will find it's own path to reach the closest factory avoiding the obstacles they found.


This is the remake for modern hardware AI has been improved, maps added, and the graphics are rendered using OpenGL and the SDL library.




The goal
As in almost all strategy games, the goal is to eliminate the enemy. To achieve it, you have WARBASES, that have the ability to produce ROBOTS (your combat units). You can design your own robots by combining several pieces (TRACKS, ANTIGRAVITATIONAL DEVICE, CANNONS, MISSILE BAYS, etc). To build robots you need RESOURCE points. Each warbase procudes 5 resource points every day, but you can increase it by conquering FACTORIES. To conquer a factory, let a robot stay in its door for almost 12 hours, then the factory will be yours. Once you have a combat foe ready to attack, you can send your robots against the enemy robots, factories or warbases. To conquer a warbase you have to follow the same procedure as to conquer a factory. Once you have conquered all the warbases, you have won the game.


The robots
The most exciting pat of Nether Earth is that it allows you to design you own robots. You can build robots by using the following construction pieces:
    Traction pieces:
    - BIPOD: The simplest traction piece. It's very slow, but very resistent, and will give to your robot some extra shield points.
    - TRACKS: A fast traction piece, it's not as expensive as the antigravitational device, but is quite fast.
    - ANTIGRAVITATIONAL DEVICE: The fastest traction piece. But also expensive.
  
    Weapons:
    - CANNONS: The cheapest weapon, and of course the less powerful.
    - MISSILES: A great weapon, more powerful than cannons.
    - PHASERS: The most effective weapon.
    - NUCLEAR BOMB: The most destructive weapon. Once fired, it will destroy all the robots and buildings near the robot that has the bomb (including it).

    Special:
    - ELECTRONIC BRAIN: This piece enhances the intelligence of the robots, allowing them to perform your orders more effectively.

As more pieces you put to your robot, more shield points will it have, so it's important that if you have enough money, put as many weapons as you can into your robot!

NETHER EARTH REMAKE

You can find the original here: Nether Earth Remake

AROS Port by Boran Serkan

Download the AROS version at Portacall site