19 November 2022, 14:58 | #321 |
Thalion Webshrine
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Location: Oxford
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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. |
19 November 2022, 16:00 | #322 |
This cat is no more
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same goes for C based SDL games... Backporting is indeed very disappointing.
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22 November 2022, 15:04 | #323 |
Thalion Webshrine
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Location: Oxford
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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 |
16 January 2023, 22:12 | #324 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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17 January 2023, 00:32 | #325 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,414
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Ooooh. Nice. Thanks for your continued development
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17 January 2023, 07:33 | #326 |
HOL/FTP busy bee
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Looks great Do you plan to update your website with the new version?
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17 January 2023, 09:51 | #327 |
Registered User
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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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17 January 2023, 09:56 | #328 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
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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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18 January 2023, 09:12 | #329 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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):
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12 May 2023, 22:45 | #330 |
Byron 3D Games Studio
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Location: France
Posts: 180
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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 |
12 May 2023, 23:18 | #331 |
Moderator
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This didn't work on M2 MacBook Air.
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12 May 2023, 23:55 | #332 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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 ? |
13 May 2023, 00:32 | #333 |
Thalion Webshrine
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Location: Oxford
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Thanks for all the hard work.
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13 May 2023, 03:32 | #334 |
Moderator
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Nothing launches. Does it generate a log somewhere?
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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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13 May 2023, 08:49 | #336 |
HOL/FTP busy bee
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Age: 46
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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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01 February 2024, 20:12 | #337 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
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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. |
01 February 2024, 21:31 | #338 |
cheeky scoundrel
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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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02 February 2024, 03:22 | #339 | |
Registered User
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Quote:
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02 February 2024, 08:55 | #340 | |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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Quote:
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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