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Sydney Hunter & The Caverns of Death for ColecoVision!


retroillucid

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My fault! Too excited to ask for proofreading. Please could you pinpoint the errors?

 

There are only two that I found:

 

"MINEROLOGIST'S" should be "MINERALOGIST'S" (i.e. the first O should be an A)

 

"EXCITELY" should be "EXCITEDLY" (i.e. there is a D missing)

 

BTW - I'd be excited too having created what looks to be an awesome game.

Edited by Ikrananka
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There are only two that I found:

 

"MINEROLOGIST'S" should be "MINERALOGIST'S" (i.e. the first O should be an A)

 

"EXCITELY" should be "EXCITEDLY" (i.e. there is a D missing)

 

BTW - I'd be excited too having created what looks to be an awesome game.

Thanks! I'll correct it. :)

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  • 3 weeks later...
  • 3 weeks later...

Well, today Oscar sent me the RC version of Sydney Hunter & The Caverns of Death wich also mean the game has now been fully completed! :cool:

Oscar not only did a great job, no..... he literally did the impossible!!
I might be biased, but I'm now considering this game as a masterpiece for the Colecovision!
And yes, it runs on a plain vanilla Colecovision ;)

If you liked Sacred Tribe, then you'll definitely LOVE The Caverns of Death!

I also want to raise my hat to Adan (Oscar's brother)
I think he did an awesome job on the music and SFX!
Well done sir!

The release of the game is going to be at the launch of the Phoenix console

We're also going to offer a special limited edition of the game

 

Meanwhile, here's a few drawings that were used to make the cutscenes in the game

Enjoy! :)

post-11933-0-11989100-1545187421_thumb.png

post-11933-0-72592000-1545187433_thumb.png

post-11933-0-68823300-1545187449_thumb.png

Edited by retroillucid
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yeah, Oscar is a magician and a genius, what he did on this game is really great.

You are the master of Colecovision Oscar, congratulation ;) !

 

One thing Oscar, could you explain how you managed the scrolling, I'm really curious to know how to do that on CV :)

I'm guessing he only updating 2/3 of the screen tileset, 1/3 is mostly Lava and the status. The side of the walls are static but only update the pattern table from ROM to the continguous CHAR VRAM for speedy upload. The right wall I think has a misplaced tile so it a bit looks off. The color table are left alone and allows the color to transition from blue to red. The vines and the platforms are a bit complicated, either there's 8 preshifted patterns in VRAM and just paste the offset to the nametable. I don't think there is time left to write that much data to VRAM, so preshifted pattern in VRAM and writing the data to the nametable is my guess. I feel like a lay person trying to figure out the magician's secret tricks. Very impressive scrolling.

 

The aura with darken area is a bit harder to do on the Colecovision.

 

post-24767-0-33021400-1545642061.gif

 

The idea is to use the 3/4 part of the tileset for the dark area, then 4/4 part of the tileset for the lit portion of the screen. The original version made in flash use a lot of tiles for the lighting, and the reflection of the lava.

 

I made a tileset in ICVGM to provide the data to Collectorvision along with the predrawn sprite and the data how to tower the sprites since I used CV Sprite 2 to make the sprites. I wasn't brave enough to take on programming this project so I making the graphic and providing them to another programmer will help get this project off the ground. Nanochess did a great job making this game a reality for the Colecovision. :thumbsup:

 

 

 

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I made a tileset in ICVGM to provide the data to Collectorvision along with the predrawn sprite and the data how to tower the sprites since I used CV Sprite 2 to make the sprites. I wasn't brave enough to take on programming this project so I making the graphic and providing them to another programmer will help get this project off the ground. Nanochess did a great job making this game a reality for the Colecovision. :thumbsup:

 

The graphics look great - beautiful job Kiwi.

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Graphics were made by Keith Erickson

Cutscenes were done by me, by converting the drawings (see a couple post above)

 

Kiwi did encoded the graphics (wich I forgot, getting old ;) )

I wish I did remember, so Oscar did not had to (re) encode them

 

 

 

Well kudos to everyone involved - just outstanding all round.

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