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Old 16 August 2021, 22:13   #281
Dj.Thunder
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@gimbal: Ahah, I know traditional desktop application programming are a so tiny niche... but Amiga is still a niche ? So i'm in the right place right ?



@masteries: Yes, using my base Editor, it works for basic stuff (import level from image, place entities, collisions definition, minimap, sprite animation edition... but only when using my Engine, no standard import/export with more common tools for now): Github here



@S0ulA55a551n: Huuu, I love this accuracy, and it is a shame to know this bug is still alive since 2007, the first remake edition (I copied my texts with too much trust on myself ) Thanks !
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Old 17 August 2021, 10:08   #282
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The remake also says "Congratulation" where the original says "Congratulations" in the outro. Generally I am very much impressed with your work and think that Lionheart really deserves this honour.
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Old 19 August 2021, 14:38   #283
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Thank you all !


Also to be fixed in second intro pic "when a explosion sounded and rapidly" to "when an explosion sounded and a rapidly"... everything should be good now.


I finished stage and entities properties edition, I'm now going to work on new stages (design almost done, but need to place and edit entities and new raster palette).


Hope to have enough time to add gamepad support to Android platform.
1.1.0 expected for September (because free time will shrink again after ).
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Old 23 August 2021, 14:49   #284
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New swamp stage (with alternative music from 1 original demo) and custom raster:





Go to AncientTown now...

Last edited by Dj.Thunder; 31 August 2021 at 14:14.
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Old 30 August 2021, 16:54   #285
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New Ancient Town stage and custom raster:





Go to Lava now...

Last edited by Dj.Thunder; 31 August 2021 at 14:14.
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Old 31 August 2021, 13:05   #286
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New Lava stage with its raster:





Go to Airship now...

Last edited by Dj.Thunder; 02 September 2021 at 22:06.
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Old 31 August 2021, 14:07   #287
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Too small matey
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Old 31 August 2021, 14:11   #288
Dj.Thunder
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Click for full size.
I used thumbnail to not pollute page.

Edit: Thumbnail size increased.

Last edited by Dj.Thunder; 31 August 2021 at 17:06.
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Old 02 September 2021, 22:06   #289
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New airship stage with its raster:





Go to Dragonfly now...


Note: Lava screen updated with new raster.
Gamepad support on Android.

Last edited by Dj.Thunder; 02 September 2021 at 22:16.
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Old 02 September 2021, 22:53   #290
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Looks great. Can't wait to test the new levels.
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Old 03 September 2021, 18:13   #291
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New dragonfly stage with its raster:





Go to Tower now...
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Old 03 September 2021, 22:01   #292
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Amazing work. Thanks
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Old 03 September 2021, 22:48   #293
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New tower stage with its raster:





New secret stage with its raster:






Default rendering updated to normal scale:
(original)


(new)


(Click on each to compare, you will see the difference)



Because of technical limits, real rendering was 280*208 (where screen was 320*240). View was cut by almost 1 tile on each screen side.
I added an option to the Launcher that allow to switch between original value or the new one (it is also possible to slide value to choose a more or less zoomed)

Last edited by Dj.Thunder; 03 September 2021 at 22:53.
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Old 04 September 2021, 19:25   #294
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New spidercave stage with its raster:


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Old 05 September 2021, 05:35   #295
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Great Job DJ Thunder !
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Old 14 September 2021, 12:51   #296
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Release date a little bit delayed, but I'm working on a big rework: original native 50Hz support (thanks to Retro-Nerd for the request ).
After that, it will work with any native speed above 50Hz, with true full screen support (instead of current 60Hz lock).
To keep correct timing, I will still need to use frame skipping if game runs under 50Hz.



Should be ready soon after some intense testing (to ensures all timings are still good).


If you want to join the beta, send me a PM, should be testable by the end of this week, with 1.1.0 release expected for the end of September.
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Old 14 September 2021, 13:10   #297
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make the frame skipping configurable though, for people who have hardware that supports variable refresh rates
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Old 19 September 2021, 10:44   #298
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Wow!
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Old 01 October 2021, 08:49   #299
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@gimbal: Vsync can be checked for GPU-Screen sync (so no CPU loop sync). Game will run at fixed screen rate with no tearing.
Vsync can be unchecked (by default), then it will be adaptative automatically (with a priority to update loop over rendering, to keep game timing correct). Tested on different screen (VRR, Gsync), no tearing at all at any speed.

I still have an issue with an integrated GPU (with my old i7 3770K), Vsync won't work, so game loop is at its maximum without time correction (as winuae at 120fps+), but works fine without vsync checked.

Final debug, release for the end of this week I hope.
Will be packaged as follow:
  • 1 zip per system (win, linux, macos, android)
  • Inside zip: single binary to run
    • Launcher will be displayed, allowing to setup language, resolution, gamepad & keys.
    • Play button to run game, and Editor button to start level edition
Note:
  • Win & Linux package shipped with custom small java runtime, so no need to worry about java)
  • Gamepad support added to Android.
  • Default game resolution: true fullscreen with current desktop resolution and rate
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Old 03 October 2021, 23:42   #300
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Floppy disk

1.1.0 released: https://github.com/b3dgs/lionheart-r...ses/tag/v1.1.0
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