16 August 2021, 22:13 | #281 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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 ! |
17 August 2021, 10:08 | #282 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,918
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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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19 August 2021, 14:38 | #283 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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 ). |
23 August 2021, 14:49 | #284 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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. |
30 August 2021, 16:54 | #285 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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Last edited by Dj.Thunder; 31 August 2021 at 14:14. |
31 August 2021, 13:05 | #286 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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Last edited by Dj.Thunder; 02 September 2021 at 22:06. |
31 August 2021, 14:07 | #287 |
Autistic 'n IRN!
Join Date: Jul 2012
Location: -
Posts: 2,978
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Too small matey
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31 August 2021, 14:11 | #288 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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. |
02 September 2021, 22:06 | #289 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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. |
02 September 2021, 22:53 | #290 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,435
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Looks great. Can't wait to test the new levels.
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03 September 2021, 18:13 | #291 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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03 September 2021, 22:01 | #292 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,333
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Amazing work. Thanks
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03 September 2021, 22:48 | #293 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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. |
04 September 2021, 19:25 | #294 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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05 September 2021, 05:35 | #295 |
CaptainM68K-SPS France
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Great Job DJ Thunder !
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14 September 2021, 12:51 | #296 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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. |
14 September 2021, 13:10 | #297 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,905
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make the frame skipping configurable though, for people who have hardware that supports variable refresh rates
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19 September 2021, 10:44 | #298 |
Insider
Join Date: Nov 2019
Location: Paris
Posts: 84
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Wow!
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01 October 2021, 08:49 | #299 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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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:
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03 October 2021, 23:42 | #300 |
Byron 3D Games Studio
Join Date: Mar 2007
Location: France
Posts: 180
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1.1.0 released: https://github.com/b3dgs/lionheart-r...ses/tag/v1.1.0
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