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Oh, man - I read the article about your struggles in the amiga commercial dev scene - that was pretty rough, and I'm sorry you had to go through that crap. Any desire to go back and make a remix/delux version of Hoi for, say DSiWare, or even WiiWare/XBLA/PSN/iPhone?
BTW: At the time you were writing awesome amiga games I was stuck in the former Soviet Union with only ZX Spectrums available as dev platforms (for which I designed/drew/coded 5 complete games, games that are now lost to time, as they were only distributed locally)
Thanks for your comments guys.
Hoi was indeed a mishmash of styles. I was still experimenting with graphics in those days (work on the game started in the end of 1990). Moon Child looks a lot more coherent, but has been refused by a moderator, probably because I didn't place each pixel by hand but also used pixel painting tools, like shading rows of pixels.
Back in those days you were used to using each available resource of the moment when creating your pixel art, including pixel painting tools. If you could create better looking graphics in less time by using pixel painting tools, that's what you did.
Regarding the 16 colors: the foreground graphics are created from a 16-color palette, and the background is a so-called Amiga Copper chip color transition, a programmed background gradient. It's an essential part of the game's atmosphere, so I figured to include it, but you guys are a tough critical bunch. ;-)
I guess I'm too old for this community. ;-)
Cheerio,
Metin
The rock tiles have an interesting grain and it tiles well. The other screenshots on your site don't have the issue of style clash (http://www.metinseven.com/article_hoisaga.htm)
Not sure what the heck happend to my first post...
I remember seeing Hoi in The One Amiga mag back around its release, thinking it looked great. Only got to play it recently - aside from the graphics the game was kinda mehh.
Also - weird mismatch in rendering styles between the ground and above-ground objects - one is highly detailed, almost over-rendered, and the other is almost cell-shaded.
Still though - I wish more artists from the Amiga era would post their past work - it's always awesome to see it again.
Thanks a lot Andrew, much appreciated. I'm sorry to read that you were stuck in the USSR and lost your games.
Yeah, we went through a lot of sh*t in the good ol' Amiga days. But we had lots of fun creating the game and reading the reviews in international games magazines, and that memory lasts forever, money doesn't.
Cheerio,
Metin