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Old 02 February 2024, 09:55   #341
grond
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That looks super impressive! I mean, you can literally create entire levels within minutes.
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Old 02 February 2024, 17:48   #342
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Short video showing my current work: Tile Editor
Looking cool. What are the chances that the tool could eventually include an exporter to export levels back to the Amiga version of Lionheart?

That would be very cool, people developing new levels after all this time.
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Old 02 February 2024, 17:52   #343
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If the editor could be used for creating Amiga levels, it would be cool if it supported AGA. Just imagine getting an AGA version of Lionheart!
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Old 02 February 2024, 17:56   #344
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If the editor could be used for creating Amiga levels, it would be cool if it supported AGA. Just imagine getting an AGA version of Lionheart!
Now we're talking!!!
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Old 02 February 2024, 18:14   #345
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If the editor could be used for creating Amiga levels, it would be cool if it supported AGA. Just imagine getting an AGA version of Lionheart!
Eh? This is a Java level editor it can't add AGA to the game code!!
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Old 03 February 2024, 01:29   #346
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Eek

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Eh? This is a Java level editor it can't add AGA to the game code!!
Yes, obviously the engine would have to be rewritten, too.
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Old 05 February 2024, 10:25   #347
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What are the chances that the tool could eventually include an exporter to export levels back to the Amiga version of Lionheart?
I already took a look at original game file format, but unfortunately, even with original assets I still not understand how are stored elements (especially collisions index, which are stored in a dedicated file, associated with a shape I guess; I made some hexa manual changes to see effect on original, but it is very time consuming to discover all types).

I asked Erwin and its memory, maybe to grab some information about that (if I know in which order are stored things, it it definitely possible to add such an export function)

Multi sub-prefab support: https://lionheart.b3dgs.com/videos/prefab2.mp4
(automatically detect the closest "formula" to use)

I will now add prefab linking (ground to slope link for continuous sequence)
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Old 05 February 2024, 11:00   #348
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Just imagine getting an AGA version of Lionheart!
Yeah, because the game didn't have enough colors on ECS already?!

Seriously, what benefits would an AGA version have? It's perfect the way it is.
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Old 05 February 2024, 12:27   #349
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I already took a look at original game file format, but unfortunately, I still not understand how are stored elements
The community here could help. There is a vibrant 680x0 community here and short tasks such as deciphering file formats could be interesting to them. Especially if they knew they could be contributing to a level editor that might in the future be able to export new levels to the Amiga version.


Quote:
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I asked Erwin and his memory, maybe to grab some information about that (if I know in which order are stored things, it it definitely possible to add such an export function)
If you could brain dump everything you know currently and I'll start a discussion over on the Thalion Discord
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Old 05 February 2024, 13:20   #350
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Yeah, because the game didn't have enough colors on ECS already?!

Seriously, what benefits would an AGA version have? It's perfect the way it is.
I think that the game would look (even) better with more colours. The greenish stuff for the swamp plants in the first level looks pretty monochromatic to me. Also, the finer granulation of 24bit colours rather than 4096 colours would also help in many places. E.g. the copper gradients could look smoother and less primary-colourish.
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Old 10 February 2024, 20:16   #351
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Automatic merge and linking prefab: https://lionheart.b3dgs.com/videos/prefab3.mp4

Still a lot to do before having a perfect editor.
Struggling with linking (because there are only a few possible case to keep correct gfx aspect, so I need to define "rules").
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Old 10 March 2024, 21:51   #352
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Finally managed to have advanced linking working: https://lionheart.b3dgs.com/videos/prefab4.mp4
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Old 10 March 2024, 22:05   #353
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Well done. Looks great
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Old 10 March 2024, 23:01   #354
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Great work.
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Old 11 March 2024, 02:02   #355
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Great work indeed, looking forward to future updates!
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Old 25 March 2024, 22:13   #356
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Slow progress, but finally I started to manage "slide" after "horizontal" and "slope".

https://lionheart.b3dgs.com/videos/prefab5.mp4

Far from being perfect (some troubles when combining linking with other slopes type), but moving forward
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Old 26 March 2024, 10:46   #357
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Looks like a positive move forward. I like that the angle changes it from one tile to the other tile.
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