Agonman - A new Amiga AGA game developed using the RedPill game engine


Another Amiga announcement for you all, as Saberman has just informed us through Facebook, that a new game play video has been shown for the previously announced Amiga game of 'Agonman' by PixorraGames. A game which puts you in the boots of Johnny, that has to battle dangerous monsters and a winged demon to return to his own time and the defence of the Earth. In light of this news, you can either view the video below or check out the game which is downloadable as a name your own price.


The team behind "Agonman" has noted that this is a platform game that brings together a lot of different elements, including some modified graphics from the game "Agony", of which the author made public both the source code of the game itself, as well as its resources, making the game freeware. The game which is which is supposed to be a nod to Psygnosis and developed using RedPill, requires a 68020 and 2MB of RAM, although a 68030 and some FAST RAM is recommended.

Links :1) Source

11 comments:

  1. AGA? Where have all the colours gone? It looks to me like it could be using 16 colours max, and they look a little bit rough too, almost perhaps C64 (ish) in a slightly higher resolution

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    1. Most likely it's because of RedPill, which I rate the second worst game engine next to Backbone. Always prefered Earok's Scorpion Engine

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    2. Don't blame the graphics on the engine, it's not because of Redpill.

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    3. AGA is for using some features of the redpill engine. 16 colours is for performance in AR.
      I have an old 32 colour version, there are a lot of things missing.
      Sorry, is my first game, is free. Thank you for publishing Indie Retro News

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    4. Thanks:-) I commented as anonymous before, I have problems commenting with my nickname.

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    5. Original graphics comment is mine. I didn't mean to suggest the game is bad, mainly that it didn't look like AGA was used.

      As for the engine, I'm fine with that personally. There's more to designing a good game than efficiency using hardware. Optimization by moving to different engine etc can always be done later with a finished design if needed. Requiring more resources isn't the end of the world, if once provided means it's fun to play right? Doom ran terribly on my 030 & 4MB when it first got ported, I bought an 8MB stick and then everything was great. More so with the 040 & 16MB a year later :-D

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  2. Yes, ok, previously there were complaints of being too slow in basic real Amiga

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  3. Good job for a first game! I hope we can see more games from you.

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    1. Man, thank you, I'll try something better next time :-)

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  4. well done! of course the graphics look very poor for an amiga game, but it plays well 👍

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