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Old 20 February 2020, 22:31   #61
BSzili
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It's interesting indeed. Thinking back I should have been smarter early on, to have some leverage, but back then I was all to happy to work on the port. I also feel kind of bad for raining on people's parade here, so I'll probably stick for more technical topics until 2021
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Old 20 February 2020, 23:00   #62
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It's interesting indeed. Thinking back I should have been smarter early on, to have some leverage, but back then I was all to happy to work on the port. I also feel kind of bad for raining on people's parade here, so I'll probably stick for more technical topics until 2021
With the quality of your work, I believe you should just do your own, original stuff.
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Old 20 February 2020, 23:24   #63
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With the quality of your work, I believe you should just do your own, original stuff.
BSzili is porting existing games to the Amiga from various other systems; which indeed takes some skill.

...but creating your own games; i.e. the engine / graphics / soundfx / music etc. is in a totally different league.

I'm not saying BSzili couldn't do this; but it's a way longer process.
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Old 20 February 2020, 23:38   #64
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BSzili is porting existing games to the Amiga from various other systems; which indeed takes some skill.

...but creating your own games; i.e. the engine / graphics / soundfx / music etc. is in a totally different league.

I'm not saying BSzili couldn't do this; but it's a way longer process.
I didn't mean that he would have to undertake everything himself, but team up with other talented amiga people. Sorry for the misunderstanding.
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Old 21 February 2020, 00:17   #65
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BSzili games would rock!
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Old 21 February 2020, 07:37   #66
BSzili
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BSzili is porting existing games to the Amiga from various other systems; which indeed takes some skill.

...but creating your own games; i.e. the engine / graphics / soundfx / music etc. is in a totally different league.

I'm not saying BSzili couldn't do this; but it's a way longer process.
That is very true, doing your own game from scratch takes orders of magnitude more time, and I'm not very skilled at low-level hardware programming. I also just like to take apart other people's stuff, and learn from it. That being said one day I'll definitely make a perspective puzzle game similar to Fez, which is one of my all time favorites.

Enough off topic from me, back to Legacy. For those who are hopelessly lost, I uploaded an online map for the game, it's in the FAQ of the first post. I still recommend to take your time, since the demo is not very long
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Old 21 February 2020, 08:12   #67
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Since i finished demo i just peek on maps for demo (level 1) and found that on Dungeon of N'Gora map button to switch off fireball trap is not present. It's north-west from pressure plate on wall in first niche to north.
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Old 21 February 2020, 08:35   #68
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Hmm, could you show the square on the map, where it's supposed to be? I'll check it with the map editor too.
edit: Ok, I think I've found it. Is it this one?

Last edited by BSzili; 21 February 2020 at 08:56.
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Old 21 February 2020, 09:48   #69
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Yep, that one. You may not leave anything on plate to deactivate trap.
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Old 21 February 2020, 10:01   #70
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Thanks, I added it to the map. Let me know if you find anything missing/incorrect.
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Old 24 February 2020, 11:04   #71
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Kazuki gave me the idea of cross referencing these maps with the map editor, so I added a bunch of missing items to "Level 1", which corresponds to the playable city in the demo.
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