Posted November 20, 2025 by Allanon71
#Amiga #The Gate #SoloDev #RetroGame
Hello everyone!
Although a little late, here's the usual monthly update, focused on The Gate.
I've been working hard lately to try to complete the game as quickly as possible, but during October I was busy harvesting olives.
After the harvest, at the end of October, I got right back to work, and here's a list of what I did.
I've completed rooms 17, room 18, and I've almost completed room 19.
Room 19 is taking up a lot of my time because it contains the first boss Kal will have to face.
The most time-consuming part is creating the graphics: I'm very slow, I'm not a pixel artist but I'm picky, so I spend a lot of time trying to draw the graphics as best as possible.
I'll show you a snippet of the map where the first boss will be located:
No boss images! It's top secret!
I've started experimenting with background music using small sampled clips: this allows me to use just 1 or 2 audio channels, leaving the others free for sound effects.
I'm doing my best to save as much Chip RAM as possible, i think I'll need to sample clips for 3 or 4 chords songs with additional variations to avoid boring and too repetitive music.
As I said I started to experiment: in room 18 I used a mod with sampled music and it uses 2 channels, there are not too much variations and it weights 90Kb for around 1 minute of looping music.
It was a pretty quick experiment but I think it's a good solution: here is a short video with the music I was talking about:
For music creation, I use a Yamaha MOX6 workstation.
It's pretty old, but I find it excellent, both for its sounds and its sequencer, which is very reminiscent of Amiga trackers!
Look how beautiful this keyboard is!
In room 19 there are some platforms to jump on, but I realized that with Kal sprite's height, I needed to make him jump higher so I added more jump frames and I increased the maximum jump height: consequently also the jump width has increased too.
You can see the current jumping animation in the video where I was talking about the background music.
To raise tension in some areas, I thought to add a few simple effects that, hopefully, help for a deeper player's immersion in the game world.
Here is a list:
All of the listed effects can be manipulated via scripts (dialogues, terminals and eventually triggers).
Terminals are filled with documents and stuff to read, some documents may hold important informations that could help Kal to proceed in his adventure so i thought to add a function to print a terminal document and to put that document in the Kal's inventory.
Not every document can be printed, but the most important ones have this option enabled.
I found that, when there was a module playing in the background, when opening the game menu and closing it, the background music was not restored. Fixed.
I also fixed another bug related to the terminal command [BAR...]. Fixed.
That all for this month!
Thank you all for your support and interest in this project!