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#341 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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That looks super impressive! I mean, you can literally create entire levels within minutes.
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#342 | |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,448
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Quote:
That would be very cool, people developing new levels after all this time. |
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#343 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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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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#344 |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 415
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#345 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,448
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#346 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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#347 | |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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Quote:
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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#348 |
Senior Member
Join Date: Jun 2001
Location: Germany
Posts: 1,666
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#349 | ||
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,448
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Quote:
Quote:
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#350 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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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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#351 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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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#352 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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Finally managed to have advanced linking working: https://lionheart.b3dgs.com/videos/prefab4.mp4
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#353 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,448
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Well done. Looks great
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#354 |
Registered User
Join Date: Aug 2019
Location: Narbonne / France
Posts: 25
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Great work.
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#355 |
Registered User
Join Date: Jul 2009
Location: Lala Land
Posts: 601
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Great work indeed, looking forward to future updates!
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#356 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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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#357 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,448
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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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