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Old 19 November 2022, 14:58   #321
alexh
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The game is written in JAVA so if you port a JAVA JRE to AmigaOS you will be able to play this version of the game. It will probably only be 1-2fps even on Vampire / PiStorm.

Seems a bit pointless as we have a 68000 ASM version which works 60fps with 7MHz 68000

As for backporting the new maps to the original game engine that might be possible with help from DJThunder.
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Old 19 November 2022, 16:00   #322
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same goes for C based SDL games... Backporting is indeed very disappointing.
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Old 22 November 2022, 15:04   #323
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@DJThunder Henk said that he's already sent you all the unused GFX from Lionheart development but if you want to contact him again he's expecting you.

https://twitter.com/pixelhenk/status...49465727139842
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Old 16 January 2023, 22:12   #324
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Ah ok thx !

Its time to continue 1.3.0 progress, with split screen done (2-4 local players):



Working with one keyboard (up to 4 players, depending on keyboard ghosting) and multiple gamepad.

WIP...
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Old 17 January 2023, 00:32   #325
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Ooooh. Nice. Thanks for your continued development
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Old 17 January 2023, 07:33   #326
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Looks great Do you plan to update your website with the new version?
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Old 17 January 2023, 09:51   #327
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Oh, wow, how cool! Cooperative split-screen! How about colouring the armour of the four characters differently? I wonder whether the levels are all suitable for multi-player operation. Aren't there floor tiles in the game that dissolve once you stepped on them? Wouldn't that mean that another player can't follow after the first one to pass such a place?
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Old 17 January 2023, 09:56   #328
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Unless you change the rules, like making them reappear in coop or giving each player their own instanced versions of the dissolvable tiles.
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Old 18 January 2023, 09:12   #329
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@TCD: Once released yes
@grond @gimbal: Yes it will be necessary to make players visually different. There will be dedicated stages and modes for Multiplayer (Local and Online):
  • Speedrun
    • Stage without destroyable objects.
    • Reach end first to win.
  • Battle
    • Players fight on fixed area.
    • Set health and life count.
    • Last stand win.
  • Coop
    • Stage with incoming monsters from any sides.
    • None must die.
    • Kill all waves to win.
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Old 12 May 2023, 22:45   #330
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Finally 1.3.0 !

New trailer: https://lionheart.b3dgs.com
https://github.com/b3dgs/lionheart-r...ses/tag/v1.3.0
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Old 12 May 2023, 23:18   #331
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This didn't work on M2 MacBook Air.
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Old 12 May 2023, 23:55   #332
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Only music missing ? Or nothing launches ? (even with .sh ?)
It was tested on x86-64 MacOS, I did not compiled for ARM on this target right now. I may add it, but I will need some help to test if it works; could it be possible ?
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Old 13 May 2023, 00:32   #333
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Thanks for all the hard work.
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Old 13 May 2023, 03:32   #334
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Quote:
Originally Posted by Dj.Thunder View Post
Only music missing ? Or nothing launches ? (even with .sh ?)
It was tested on x86-64 MacOS, I did not compiled for ARM on this target right now. I may add it, but I will need some help to test if it works; could it be possible ?
Nothing launches. Does it generate a log somewhere?
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Old 13 May 2023, 05:25   #335
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One of the best games of all time is getting even better, I love the split screen, it's a parallax smorgasbord!
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Old 13 May 2023, 08:49   #336
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Thank you for the new version Just tried it and it works fine even dectecting my controller in Windows 11
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Old 01 February 2024, 20:12   #337
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Lightbulb

Hello folks !

Short video showing my current work: Tile Editor

Working fine with ground; now need to support slopes, slides, sceneries...

The idea is to be able to compose a full stage from nothing, using only mouse and "prefab" selection.

And maybe final part will be random stage generator.
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Old 01 February 2024, 21:31   #338
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Quite cool that by dragging to increase the size the tool itself can fill in a tile pattern rather than just repeating the same tiles.
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Old 02 February 2024, 03:22   #339
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Quote:
Originally Posted by Dj.Thunder View Post
Hello folks !

Short video showing my current work: Tile Editor

Working fine with ground; now need to support slopes, slides, sceneries...

The idea is to be able to compose a full stage from nothing, using only mouse and "prefab" selection.

And maybe final part will be random stage generator.
That's a brilliant workflow, is that your own proprietary flow or? Would be great for retro gaming to share if possible.
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Old 02 February 2024, 08:55   #340
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Quote:
Originally Posted by lmimmfn View Post
That's a brilliant workflow, is that your own proprietary flow or? Would be great for retro gaming to share if possible.
Lionheart Remake was the origin of my own game engine: https://github.com/b3dgs/lionengine

So everything there is part of the engine. The only specific part are the game properties (monsters attributes, collisions definition...)

To work it only needs a simple input:
- folder with the "prefab" name (ground, slope...)
- inside folder, list of "prefab part" images (so for the ground, each vertical line, suffixed with the sequence number [lionheart ground got 11 elements], plus available borders [left, right] for each)
- everything is converted into internal data and exported to XML (define additional properties, such as the "behaviour formula" [line, diagonal...], allowed extremity [link with another prefab such as slope, to start only at the specific index to preserve Gfx rendering integrity]
- inside the editor, when you draw a "prefab", it solves the tiles from theses data (and search for available border, if not, search next index until available border).
- for less complex "prefab" [trees, plants], it is a single shape, but with a location constraint [only on top of ground for example)



Once done it should work with everything similar.
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