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Old 25 October 2021, 17:06   #301
Dj.Thunder
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1.2.0 progress with Underworld (original gfx but unused on amiga game) stage 1st phase:






(more monsters to come, 2nd phase and boss with dedicated scene)

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Old 25 October 2021, 22:54   #302
gimbal
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Damn. Are those background shadows embedded in the tiles or is that the game code adding them? Sorry if that is already asked and answered... 16 pages you know.
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Old 26 October 2021, 07:57   #303
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You mean the dark blue shapes ? Those are tiles based. So single layer for both map and background.
Swamp uses 4 layers (map, foreground parallax with 96 lines, mountains, clouds).

But I may try to tweak this background and create manually a short parallax.
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Old 27 October 2021, 22:33   #304
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Phase 2 & Boss





Working on boss phase...
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Old 02 November 2021, 20:40   #305
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lionheart.b3dgs.com website fully updated with underworld preview and a new trailer.
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Old 03 November 2021, 00:53   #306
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Just tested this out on my android phone! Wow it plays so well! Great work! I was surprised that an Amiga game over a few disks could rack up to 70+MB lol.

Is there any background music as it is not working on this port but sound fx is spot on?
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Old 03 November 2021, 08:24   #307
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Quote:
Originally Posted by lesta_smsc View Post
I was surprised that an Amiga game over a few disks could rack up to 70+MB lol.

Yes, because I'm missing Copper unit, PC is still behind Amiga for ultra specific rendering
In fact, I generated all images variant from original rasterbar table (tiles & objects with animations...) so I handle a lot of files (especially for Swamp & AncientTown because of map maximum height)
After that, I can pick the raster equivalent from my generated table, and display it at the corresponding height.
Could be possible to achieve it with GPU shader, but not currently possible (i'm working on it to support CRT filter)

Quote:
Originally Posted by lesta_smsc View Post
Is there any background music as it is not working on this port but sound fx is spot on?

Can't you ear the original music ? Do you know your Android / ARM version ? (compiled to support armv7)
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Old 03 November 2021, 10:16   #308
lesta_smsc
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Quote:
Originally Posted by Dj.Thunder View Post
Can't you ear the original music ? Do you know your Android / ARM version ? (compiled to support armv7)
No background music but sound fx seems fine.

I'm using Samsung Galaxy S10+ on Android 10 (not updated to 11 yet lol), I believe ARM 7 should still work on this as it does for other apps?
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Old 03 November 2021, 10:48   #309
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Minimum supported Android is 8 (I'm also working to support 7), so it should work on yours.

I will try on my side with emulated device.
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Old 05 November 2021, 22:24   #310
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@lesta_smsc: Thanks for testing ! Music can now play on arm64-v8.



Next release will support arm64-v8 (currently only armv7a), so music will be available on more smartphones.
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Old 05 November 2021, 22:35   #311
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@lesta_smsc: Thanks for testing ! Music can now play on arm64-v8.



Next release will support arm64-v8 (currently only armv7a), so music will be available on more smartphones.
Thank you for the quick patch! Game is so much more enjoyable with background music

This game was a true marvel for its time. Even now the quality of graphics and colouring is commendable.

Quite sad how this company ended but they went out with an honorable release.
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Old 06 November 2021, 09:32   #312
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Ambermoon was technically Thalion's last game being developed into 1994
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Old 06 November 2021, 09:45   #313
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Ambermoon was technically Thalion's last game being developed into 1994
Yes that is true lol
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Old 29 January 2022, 17:30   #314
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Lionheart Remake 1.2.0 released: https://github.com/b3dgs/lionheart-r...ses/tag/v1.2.0

Underworld theme, beginner stages, bug fixes...
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Old 29 January 2022, 23:14   #315
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The new Underworld is shorter than anticipated but I really enjoyed it neither the less.
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Old 29 January 2022, 23:29   #316
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Yes, only few resources were available; doing a complex level was almost impossible without doing some gfx work.

Maybe on a next iteration I will find trick to make it longer without being too repetitive!
(I already tweaked gfx for 2nd Underworld part & boss area, as it was incomplete)

Also, the water gfx designed for this stage is different (maybe better for fish & trees), but incomplete and not really compatible with other sprites (maybe it was the first water sprite attempt).


Hope this new set of "beginner" stages will let newcomer finish the game
(And I realize that my "Veteran" alternative stages set is maybe too hard)

Edit: Underworld is longer in Veteran alternative stages (can be changed in Launcher)
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Old 29 January 2022, 23:57   #317
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If you're looking for some gfx to create new Lionheart levels. To give it a new look. Maybe you could recycle gfx from the prequel Ghost battle? It's a slightly different look but still Henk Nieborg. And still Thalion
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Old 05 February 2022, 23:14   #318
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Hum I don't think I will mix game resources, I prefer to keep the game with its own original resources.

New stages can still be done with the editor (as I made for Veteran and Beginner stages set), and rasters can be added with custom palette to provide new colours variant.

I need to cleanup some stuff on my engine, update other games (Warcraft, Tyrian, and tutorials) with all changes I made during Lionheart development.
After that, I may work on a cooperative mod (multiplayer stage progress, with some special fixed area with monsters coming from everywhere)
(But I need first to review completely my network module, which is too old)
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Old 06 March 2022, 22:22   #319
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Hi there !

Some news about the next release 1.3.0:
  • Stage progress (resume last stage if exited, if you want to continue later) [DONE]
  • Alternative choosable gameplay (fire will attack directly without prepare phase + directional keys) [DONE]
  • More cheats (and access to all stages without using the Launcher to select stages set) [DONE]
  • Bug fixes [IN-PROGRESS]
  • Multiplayer (Speedrun, Battle, Coop) [IN-PROGRESS: https://github.com/b3dgs/lionheart-remake/issues/308]

About multiplayer, I know theses kind of games are not the best target for multiplayer, but it is a good example for me to test my new engine network module.
I'm currently able to join a server with many clients, and sync everything with smooth gameplay; but I still need to handle the trickiest things.

More to come.
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Old 06 March 2022, 22:40   #320
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Thanks for the update! I still have the test version which you sent to address sound issue. Is the cheat menu more easily accessible?
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