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Sydney Hunter & The Caverns of Death for ColecoVision!

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#26 cmart604 OFFLINE  

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Posted Wed Nov 14, 2018 2:11 AM

Intro preview


Awesome intro! Looking forward to playing this. 😎
There's a couple of minor spelling issues which I assume can be corrected.

#27 Kiwi OFFLINE  

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Posted Wed Nov 14, 2018 3:16 AM

Awesome introduction :thumbsup: .  Colecovision definitely need more love! 



#28 youki OFFLINE  

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Posted Wed Nov 14, 2018 9:07 AM

I'm really impressed by the graphism.   I guess it is J-F ?   

 

Very well done. :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:



#29 Ikrananka OFFLINE  

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Posted Wed Nov 14, 2018 9:19 AM

Wow - looks incredibly good (apart from the spelling mistakes  :P).   :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:  



#30 retroillucid ONLINE  

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Posted Wed Nov 14, 2018 3:24 PM

I'm really impressed by the graphism.   I guess it is J-F ?   

 

Very well done. :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:

 

Thanks, 
Yes, I did those



#31 nanochess OFFLINE  

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Posted Wed Nov 14, 2018 5:08 PM

Wow - looks incredibly good (apart from the spelling mistakes  :P).   :thumbsup:  :thumbsup:  :thumbsup:  :thumbsup:  


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

#32 Ikrananka OFFLINE  

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Posted Wed Nov 14, 2018 6:00 PM

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, Wed Nov 14, 2018 6:01 PM.


#33 nanochess OFFLINE  

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Posted Wed Nov 14, 2018 6:30 PM

 
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. :)

#34 nanochess OFFLINE  

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Posted Thu Nov 29, 2018 6:37 PM

Time for a WIP gameplay clip ;)



#35 cmart604 OFFLINE  

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Posted Thu Nov 29, 2018 7:05 PM

That looks so good Oscar! 👍🏻

#36 nanochess OFFLINE  

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Posted Fri Dec 14, 2018 10:29 PM

WIP 2 gameplay clip ;)

I've worked like crazy for 9 days to make this 36 seconds video just this night. ;)



#37 xybot67 OFFLINE  

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Posted Sat Dec 15, 2018 7:20 AM

This looks awesome! Can't wait to get my hands on a copy.



#38 Tursi OFFLINE  

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Posted Sun Dec 16, 2018 2:13 PM

Brilliant work, man :)

#39 Kiwi OFFLINE  

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Posted Sun Dec 16, 2018 4:25 PM

Very nicely done! I like the right and left wall transition from red to blue vertically.  I've wondered if anyone crazy enough to grab that red diamond on that platform without accidently bathing in lava.



#40 Master Phruby ONLINE  

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Posted Tue Dec 18, 2018 8:41 AM

I'm floored by what can be done on a Colecovision. I can't wait to play this.



#41 retroillucid ONLINE  

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Posted Tue Dec 18, 2018 8:49 PM

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! :)

Attached Thumbnails

  • scan4.png
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Edited by retroillucid, Tue Dec 18, 2018 8:55 PM.


#42 Master Phruby ONLINE  

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Posted Wed Dec 19, 2018 7:42 AM

Outstanding!

MnhGdhA.gif?noredirect



#43 lawdawg710 OFFLINE  

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Posted Thu Dec 20, 2018 12:05 AM

Outstanding work! You guys continue to raise the bar beyond expectations. I cannot wait to see what you guys are going to come out with next.

#44 retroillucid ONLINE  

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Posted Sat Dec 22, 2018 6:10 PM

Here's a few screenshots for your viewing pleasure  :) 

 

Attached Thumbnails

  • 1.png
  • 2.png
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  • 4.png
  • 5.png
  • 6.png
  • 7.png
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  • 10.png


#45 alekmaul OFFLINE  

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Posted Mon Dec 24, 2018 1:51 AM

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 :)



#46 Kiwi OFFLINE  

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Posted Mon Dec 24, 2018 3:10 AM

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.  

SyndeyICVGM.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:


 



#47 Ikrananka OFFLINE  

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Posted Mon Dec 24, 2018 8:34 AM

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.



#48 nanochess OFFLINE  

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Posted Mon Dec 24, 2018 2:26 PM

Hey Kiwi, now I see you've graduated as a professional developer, that's exactly the way I made the scrolling. :grin: :thumbsup:

#49 retroillucid ONLINE  

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Posted Mon Dec 24, 2018 3:44 PM

 

The graphics look great - beautiful job Kiwi.

 

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 

 



#50 Ikrananka OFFLINE  

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Posted Mon Dec 24, 2018 3:47 PM

 

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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