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...

Monday, June 4, 2012

Interview with Mazze

  We start a series of interviews with one of the oldest, best known AROS developer and with multiple AROS game ports under his belt - Matthias Rustler (aka Mazze)!

Some of the ports include:
PushOver 
Crimson Fields
Abuse
Kobo Deluxe
And many more...


AROS Playground: Hi Matthias - can you tell us a little about yourself?
Mathias Rustler: I'm a 45 year old male who lives in a small town in Germany. I'm working as engineer. Computers are my main hobby. I'm playing table tennis in a local club.

A.P.: Could you give us a history of how you became interested in Amiga's?
 Did you possess any classic Amiga's or still own?
M.R: When I still had a VIC-20 I had read about the wonder machine Amiga in various magazines. I couldn't effort one at that time. In 1987, when I earned some money as an apprentice, I bought an Amiga 500. It was my only "real" Amiga. I've used it till 1998. Till I've joined AROS I've fought the withdrawal syndrome with Win-UAE. 

A.P.: In the old days 8/16 bit computer times, did gaming take a big part of your life?
M.R: I had owned some games for the VIC-20 but I was more interested in writing stupid BASIC programs for it.

A.P.: In what form you came to be involved with AROS and how long have you been involved with it?
M.R: I had already written/ported some Open Source applications to AmigaOS3.
I found out about AROS and originally I only wanted to port some of my work to that OS, too. Somehow I was hooked. In 2005 I got access to the Subversion repository. I started with overhauling the documentation. Later I became more courageous and added some source code. A big step forward was when I found out about how to use the debugger. The lines of source I added to AROS aren't that much but my bug reports and sometimes fixes helped a lot to make AROS more stable.

A.P.:  Have you any idea how many game ports have you worked on?
M.R:I think I have ported about 15 games. Most of them are quite simple, though. More important are my application ports like YAM, SimpleMail, Scalos, Scout etc.

A.P.: What were your favorite ports? Would you suggest one for us?
M.R:Perhaps Rocks'n'diamonds, Kobo-DL, Abuse.



A.P.: What were your most difficult ports?
M.R:The spread sheet Ignition. It isn't finished because I was fed up at some point. Regarding games: I can't remember. Those which were built from "configure" scripts caused the most hassle.

A.P.: Would you like to revisit some of the ports and redo them in another fashion or taking advantage of new features in AROS?
M.R: If SDL is available as shared library I'll probably port some games again.

A.P.: Some of your older ones are still being played nowadays, does that gives you a feeling of job achieved?
M.R: I had that feeling some time ago. In the meantime others have done more advanced ports.

A.P.: What operating system do you use for developing?
M.R: I have currently Ubuntu Linux 10.04 LTS. I'm usually building AROS from the source code with full debugging support. That helps a lot in finding the reason for crashes.

A.P.: Is it more easy to develop for AROS in general and in the gaming porting area currently?
M.R: Yes, of course. When I started in 2005 there was no SFS, no OpenGL, no Autotools, and some parts were buggy as hell.

A.P.:  Gallium 3D was probably the latest most known achievement on the development side. What are your thoughts about it?
M.R: That's really a milestone. Krzysztof did an impressive job.

A.P.: Do you feel that AROS would gain from games that were not ports?
M.R: There is no market for all Amiga-like systems together. No serious company will release a commercial game for AROS only. "BOH" was only possible because it was written for SDL so that it could be easily ported. I don't want to prevent a developer to create a game and release it for free or low budget but I don't expect that this gives AROS any significant gain.

A.P.: How do you feel about AROS game panorama nowadays?

M.R: I'm impressed. A lot of advanced games have been ported to AROS recently.



A.P.: Is there a particular game/gaming tool you would like to see available for AROS?
M.R: Some games which need the Boost library like Battle for Wesnoth are missing. IIRC BSzili wants to port a game editor to AROS.

A.P.: What general features and applications do you think AROS really needs right now?

M.R: I'm doing most computing under Linux. If I'd have to survive with AROS only I'd first miss some developing tools:
- editor like "Scite"
- Subversion
- debugger
- GUI builder (MUIBuilder is too limited)

Office:
- spread sheet (Ignition is half done)

Graphics:
- paint application (If I had more time I would write a libCairo based
one)

Regarding features:
- Zune fixed
- ABIv1 done
- support for multi-core processors

A.P.: Any near future plans regarding AROS?
M.R: The problem is: whenever I make plans I'm soon doing something else. I want to finish the "R" clone I've started recently. I could continue with translating some static libraries into shared ones, like libpng, libjpg. There are other unfinished things like a Palette Preferences editor. The Autodoc grepping script needs and overhaul. Last not least I should look if I can do something for ABIv1. I don't have plans to make more game ports. There are currently some guys which are quite good in
that task.

A.P.: Is there anything we did not cover or that you would like to add?
M.R: My wishes:
- more developers
- less wish lists
- more Open Source releases of native Amiga software
- bug reports which are no guessing games



A.P.: Thanks a lot!
M.R.: Regards


Sunday, June 3, 2012

Welcome to Hurrican!



Hurrican is a freeware jump and shoot game that is based on the Turrican game series. Blast your way through nine action-packed levels filled with different enemies and power-ups.
This awesome game went on to the 3rd Indie Game Showcase contest and won the second place in September of 2008!

Georg Steger port of Hurrican is based on Pickle's SDL port. 

And it can be downloaded here: AROS ARCHIVES

This archive contains the EXE only. You need the game's data files from hurrican-data.zip or somewhere else (like a Windows install of the game).
C0eck it at:
AROS ARCHIVES - Data files
http://www.poke53280.de
http://sourceforge.net/projects/hurrican

Go check it out and blast away!

Thursday, May 17, 2012

AROS goes DarkPlaces...

DarkPlaces
DarkPlaces is an advanced QuakeWorld client, which also has some high profile mods like Nexuiz, or its fork Xonotic.
AROS port was done by Szilárd Biró (AKA BSzili). This version is based on the the SVN rev. 11819 source code.


Nexuiz was originally developed by Lee Vermeulen and Forest ‘LordHavoc’ Hale, who started Alientrap in the summer of 2002. The goal of the project was to create a high quality first person shooter that could be played freely across all platforms in one package: PC, Mac, and Linux. The engine that powered Nexuiz was Forest Hale’s Darkplaces engine.

The first version of the game was released in 2005. Development continued with many online contributors over the years, with version 2.5 released in October of 2009. Since its release it has been downloaded over 6 million times, and is included with many Linux distributions.

DOWNLOAD is available at AROS-ARCHIVES


To play these mods you can specify their name as a command line argument, or simply rename the executable. For example if you want to play Nexuiz, you can start the game from the shell with the following command: darkplaces-sdl -nexuiz.
Or you can make a copy of the executable, and rename it to nexuiz-sdl. If you start the game  from the shell don't forget to give it some stack.

This build should be fairly stable, but Xonotic still has some issues.
For more information check out the readme:
http://icculus.org/twilight/darkplaces/readme.html





You can download the Nexuiz/Xonotic data files from here:
http://www.alientrap.org/games/nexuiz
http://www.xonotic.org

Wednesday, March 28, 2012

Duke Nukem 3D - Come get some!...



Duke Nukem 3D is now available for AROS, ported by Szilard Biro, is based on the ProASM's Duke3Dw.
It supports 8bit Software rendering (good for weaker machines or machines without 3D Ghalium supported GFX card) and OpenGL 3d rendering!

The AROS binary is available here: come get some!




About Duke Nukem 3D (Atomic Edition)

Duke Nukem 3D is one of the world's most well know first-person shooter computer game. Originally developed by 3D Realms and published by GT Interactive Software. The full version was released for the PC (the shareware version was released on January 29, 1996). It is a sequel to the platform games Duke Nukem and Duke Nukem II published by Apogee. An expansion pack, Plutonium Pak, was released in November 1996.

Duke Nukem 3D features the adventures of the titular macho Duke Nukem (voiced by Jon St. John), who fights back an alien invasion on Earth. Reception of Duke Nukem 3D has been largely positive. Reviewers praised the interactivity of the environment and the humor within the game. Similarly it was a big commercial hit selling about 3.5 million copies. The game's erotic elements and portrayal of women have incited controversy. After fifteen years in development hell, a direct sequel was released called Duke Nukem Forever.


About Duke3dw

This is a modified version of Jonathon Fowler's Duke3d adding stuff as and when required.
Although it is important to try and keep the game as original as possible it is often necessary to make several changes to improve things which adds to the gameplay.




Thursday, March 22, 2012

Sqrzx jumps into it's 3rd installment!



Sqrzx 3 by Retroguru is a pretty insane Jump'n Run Game with Puzzle elements available for a total of 17 systems (including AROS).
Also check  Sqrzx 1 and 2 also available from the game website.
Do bear in mind that this is an old playability difficulty setting (it's hard!).

http://www.sqrxz.de/2012/03/21/sqrxz-3-v1-00-is-here/

Sunday, February 5, 2012

Bermuda Syndrome - into another world...


Bermuda Syndrome is action-adventure game similar to Another World.

BS starts with you being teleported to a different dimension. Instead of ending up on a barren rocky world, however, you crash your plane into a lush jungle filled with dinosaurs, thereby accidentally saving a princess from a rather morbid fate. From then on you move through the jungle, where nearly every screen is a puzzle on its own. You can jump, climb, duck, talk, use items, shoot, stab, roll - all of which you'll need to get to the end of the game.


AROS Port was handled by Boran Serkan...

Download at PORTACALL DEV


Saturday, February 4, 2012

1941 DX Dual Player - Arcade revamped!


This game is the adaptation of the game Arcade 1941 for AROS X86 by HunoPPC.
There are also versions for AmigaOS 4 and MorphOS (Windows and Linux versions are also available) has been released by HunoPPC.
New SDL core engine. Automatic update of the game and its dependencies with an internet connection.
Full support 2 joysticks, 2 players mode, new effects, new sounds, new graphics, new enemies.

The game costs 1,70 Euros. Gamers who have already registered their copy can download this new version and copy their keyfile in 1941's drawer.
Full info can be obtained at the author's website: Huno's Site



Donwload at: AROS 1941-DX Version


System Requirements:
  -  Aros System X86
  -  System with 256 Mb (minimum)
  -  No 3D Card required

Update - New in version 2.0.5:
---------------
* Add new GUI testHunoJoyWrapper in prefs "joysticks settings" and update the library with new drivers
* Fix prefs HQ MUSICS : check now if files exist before activation, prevent unregistered to active HQ musics, add play/stop after selection of LOW or HQ musics
* Fix reset points collected for Armageddon after each credit used for both players
* Activate full screen right from the start for versions AOS4 MORPHOS et 68k
* BossAlert remove 1 zoom out of 4 to save some time
* Replace "Inverter" by "Reverse" in joysticks/pads settings
* Add 3 digits in snapshots name for easier sorting
* Synchronisation of sound for LibHunoJoyWrapper logo
* Fix desactivation of mouse pointer earlier so that it dos not appear on loading screen
* Fix freeze in joysticks settings when no joysticks/pads are used
* Activate detection of joysticks motions during the story playing, the HiScores and the "How to play" so that these could exit upon a button pressed and go back to main menu
* Fix problem SoftwareSurface, changed in HardwareSurface



Enjoy an oldie revamped to NG Amiga hardware capabilities!

Thursday, February 2, 2012

Fade2Black - Fading is not an option...


Fade to Black is an action-adventure game released in 1995 for DOS and PlayStation, by Delphine Software International.
It is essentially a sequel to Flashback (aka F2B), written and designed by Paul Cuisset.

The game is displayed in full gouraud shaded 3D for DOS and fully textured 3D for the PlayStation.
Instead a first person view, it's viewed as an over-the-shoulder 3D perspective.
The more approximate style of the game is a Tomb Raider action adventure type game (but this was released before).


F2bgl project is a rewrite of the engine used in the game Fade To Black and is designed as a cross-platform replacement for the original executable. Aros port of f2bgl was done by Boran Serkan.


http://cyxdown.free.fr/f2b/

Download

You'll need the DOS version game data



Running

Type this in shell:
  • set stack 20000
  • f2bgl --datapath=Work:myGames/Fade2Black --language=en

You have to change your --datapath=your path    (this is the place where the DOS game data files are stored on your hd)


The game runs without any problems but scenescuts are a tad slow...