I have written an isometric platform game in Hollywood:
Background story of the game: The PPC Amiga systems are waiting for new hardware, but without the right mainboards they remain only a dream.
Trevor sets out to collect as many PPC boards as he can and bring them to the Frieden Brothers, who promise to write the drivers that will bring the machines to life.
But the rights around Amiga OS are split apart, and rival interest groups have sent their lawyers to stop him. Jump, dodge, swim, teleport, and fight your way through colorful levels, collect boards and keys, avoid hazards, and help Trevor move the Amiga future one step closer.
Important instructions: Currently, only the MacOS and Windows versions work well!
The versions for other operating systems are very slow. Additionally, on Amiga OS4 and MorphOS the sound doesn't seem to work. The plugins for AVCodec and OGG Vorbis are statically linked into the binaries. Nevertheless, the sound does not yet seem to work on these two operating systems.
For the macOS version, after unpacking, you must remove the quarantine flag once in terminal: xattr -dr com.apple.quarantine super_trevor_land_macosarm64.app
Unfortunately, I don't have any Linux VMs set up at the moment. Could someone test one or more of the Linux versions? Do they run fast enough? Does the sound work?
@Elwood 2010 seems like a fitting year, given that the motherboard sprites in the game look just like the one from the X1000 😉 A second part of the game could revolve around the Mirari's purple mainboards 🙂
@All By the way, there are cheat codes too: If you type "immortal" at the title screen, you get infinite lives. You can also type "jumpto<level number>" at the same screen; for example, "jumpto4" warps you straight to Level 4.
However, the level design is intended for you to be sparing with your lives. Using cheats lets the game make a lot less sense 😉
Nice use of Hollywood for Multiplatform game programming. I used early Hollywood version back in 2012 to create one of my first YouTube videos on microAmigaOne. It evolved a lot since then and now you can easily port to AmigaOS, Android, MacOS, Windows etc...
@drHirudo Thanks for the gameplay video; I watched it with great interest 🙂
By the way, Trevor can kill the lawyers without taking any damage himself if he jumps directly onto their heads from above. That makes certain situations in the game easier. The only lawyers for whom this doesn't work are the robot lawyers in the science fiction level (level 4).
It’s good to see that the Linux ARM version runs at all, though it’s a pity it slows down in level 3. It’s likely due to the large number of vines and sharks in that level.
The strange thing is, you actually have a really fast machine with that M4 processor. For me, the entire game (including level 3) runs very smoothly on a MacBook Air M1 under macOS. Presumably, there are hardware acceleration features active on macOS that Hollywood isn't utilizing on Linux ARM 🤔 I could try implementing some optimizations, though—for instance, only moving enemies that are currently visible on screen.
As far as I know VMware (Fusion for Mac or on the X86 PCs) is not utilizing hardware acceleration for my Linux installs, hence the slowdowns. Additionally I allocated only 2 processor cores for Arch Linux (out of 12), not sure if increasing them will help, but it helps for Windows 11 ARM apps that I am running. At first I allocated only 1 GB of Memory for the Arch Linux and the game didn't start at all. Then I've allocated 6656 MB and it starts. Also not sure if increasing the memory will help smoother gameplay.
I will try running the game on my X1000 and X5000 with AmigaOS 4 to see if there it will be smooth as well.
@walkero The story behind the HTML5 port is wild. As is well known, AIs can't yet write Hollywood code—or rather, they tend to hallucinate when trying.
But I wanted to see if they could at least read Hollywood code correctly. So, I fed the game's entire Hollywood codebase (220 KB) into Claude Code and told it to create an HTML5 port. I didn't expect much. Twenty minutes later, it had produced a perfect 1:1 port—I couldn't find a single bug, and every detail of the game mechanics was replicated exactly.
For the MorphOS and AmigaOS 4 version, I would suggest you check the demos that come with Hollywood and have to do with sprites and different techniques that improve the performance. You might find something useful there.