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retroillucid

Dead Tomb (Phoenix Exclusive)

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11 minutes ago, evg2000 said:

will it be able to use the roller ball?  or just JS?

looks great!

Only regular controller for this one since it was designed to use a controller only
 

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20 hours ago, retroillucid said:

It has been decided to NOT make any Phoenix exclusive games 
Instead, we want our games to be compatible with BOTH regular ColecoVision AND the Phoenix 

If you insert one of our ''Wafer Cartridge'' into a regular ColecoVision, the game will plays just like a regular ColecoVision cartridge. 
If you insert it into the Phoenix, then the game will/could have more features/levels and/or better graphics

Our very first ''Wafer Cartridge'' is going to be Dead Tomb 
The game is all done, we're entering the beta testing phase 
Unless I'm not aware, Dead Tomb is going to be the very first point n click game on ColecoVision 

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This is a great news. It will keep original Colecovision alive.

 

Does it mean new cartridges will have two roms?

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This does look great.  But I have to ask, does the decision to keep compatibility with the colecovision incur some limitations?  Ie:  does that limit the available size of the rom to the Phoenix ?  Example let’s say the maximum addressable memory to the Phoenix is 512k, how does this limitation affect this dual support?  What is the limitation on cart/wafer storage space?  Software wise does it put the notion of potential “Phoenix remakes of colecovision titles” null and void?  What is the status of venture dx in a case like this, as it now needs to support the colecovision as well, which I believe it didn’t previously?

 

to be clear it makes total sense to go in this direction. As a software developer you certainly need to maximize your sales!  It does bring a bit of a cloud to the uninformed as myself as to the possibility of achieving the pull potential of the Phoenix console so your comments on these questions are certainly appreciated 

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5 hours ago, Loafer said:

This does look great.  But I have to ask, does the decision to keep compatibility with the colecovision incur some limitations?  Ie:  does that limit the available size of the rom to the Phoenix ?  Example let’s say the maximum addressable memory to the Phoenix is 512k, how does this limitation affect this dual support?  What is the limitation on cart/wafer storage space?  Software wise does it put the notion of potential “Phoenix remakes of colecovision titles” null and void?  What is the status of venture dx in a case like this, as it now needs to support the colecovision as well, which I believe it didn’t previously?

 

to be clear it makes total sense to go in this direction. As a software developer you certainly need to maximize your sales!  It does bring a bit of a cloud to the uninformed as myself as to the possibility of achieving the pull potential of the Phoenix console so your comments on these questions are certainly appreciated 

When you'll be inserting a ''Wafer cart'' into your console, you'll select the version you want to play; Regular or SuperGame, so both ''version'' are on the same cartridge. 
The size of a Wafer cartridge is up to 1mb 

It does not affect the remakes of CV games, in example we're currently working on Gorf SuperGame
You'll be able to play it on a stock ColecoVision, but you'll get more stuff and better graphics if you're playing it on a Phoenix. (That's the whole idea of the Wafer Cart, or SuperGame if you will) 


VentureDX is now Venture SuperGame
We should resume works on it later this year

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😁 What if you play it on an ADAM computer? Will it play the enhanced version? 😁

 

That question is a bit of sarcasm, please do not take me literally as I already understand what version of the game will play on an ADAM.

 

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Do you have already some screenshots of the game running on a standard Colecovision?

 

I'm always impressed by the graphics you manage to produce for the standard Colecovsion.   Less impressed by the Phoenix one , they are very nice but due to lot of less technical constraint it impress me less.  

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12 hours ago, youki said:

Do you have already some screenshots of the game running on a standard Colecovision?

Not yet, I'm currently trying to adapt the graphics to a regular ColecoVision
I'll be honest, I'm having hard time mainly due the lack of color tones on regular CV

Although, I think we can make it work

 

12 hours ago, youki said:

I'm always impressed by the graphics you manage to produce for the standard Colecovsion.   Less impressed by the Phoenix one , they are very nice but due to lot of less technical constraint it impress me less.  

Thanks for the kind words  :)
I understand working under CV limitations is way more challenging and complex than simply using the Phoenix's graphics limitations

 

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