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Java remake of Lionheart amiga game

Home Page: https://lionheart.b3dgs.com

License: GNU General Public License v3.0

Java 98.76% Batchfile 0.72% C++ 0.08% C 0.15% Shell 0.30%
thalion java lionengine lionheart android game amiga

lionheart-remake's Introduction

B3DGS Parent

Build Lines of Code Maven Central Dev License

lionheart-remake's People

Contributors

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lionheart-remake's Issues

Swamp Items

Ensure all swamp items of the original game are implemented with their effects:

  • Life (increase player life by one)
  • PotionBig (restore all hearts)
  • PotionLittle (restore one heart)
  • Sword2 (set sword level to 2)
  • Talisment (increase player talisment by one, 100 talisments increase life by one)

Center loading sprite

Loading sprite is not centered on screen.
Set position to middle and location to half screen size.

Prepare editor base

Create a specific editor for Lionheart Remake by using the lionengine-editor module.
Fragment can be used to add the specific part.

Swamp Stages

By using the editor, create the 3 Swamp stages:

  • Import original levels rip
  • Place objects at their original location
  • Uses the same checkpoints

Stages:

  • 1
  • 3
  • 5

Add basic sceneries and their behavior

Add the following sceneries with their behavior:

  • BeetleHorizontal (player can walk over when not turning)
  • BettleVertical (player can walk over when not turning)
  • TurningAuto (player can walk over when not turning)

Add basic items and their behavior

Add the following items with their behavior:

  • Life (increase player life by one)
  • PotionBig (restore all hearts)
  • PotionLittle (restore one heart)

Swamp Demo

Prepare a fully playable swamp level with all required features to complete the level:

  • Map collision (ground, slope, slide, liana, liana),
  • Gameplay (move, jump, attack),
  • Items (PotionsBig, PotionLittle, Life, Talisments),
  • Sceneries (Sheet, TurningAuto),
  • Monsters (Crawling, Dino),
  • Dawn background,
  • Water foreground,
  • Effects (Taken, ExplodeBig),
  • Hud (health, talisments, life),
  • Sounds (effects, sword, hurt),
  • Music (swamp).

Menu

Ensure the menu is well implemented, including the levels transition with their associated pictures.

Add support to save and load map function

Context menu should be added to Lionheart Remake map (lrm) in order to allow to load an existing map from the project view.
Add also a save map action that will let the user to save its map.

Swamp Foreground

Ensure the water foreground is well implemented:

  • Water animation and movement
  • Distortion effect
  • Kill player at a defined height
  • Specific Raster color under water

Extro

Review the extro implementation to ensure it is well implemented.

Detect borders dynamically

Remove any static border collision declaration, and detect them dynamically by checking the player over the map.
Add equilibrium animation.

Swamp Sounds and Musics

Attach a sound for each swamp level element:

  • Player attacks, hit and death
  • Items taken
  • Monsters attacks and explodes
  • Level music

Fine jump control

Jump action is simple. Enhance it by allowing to control maximum jump height (use jump key press delay).

Basic movement gameplay

Provide a basic gameplay with animations:

  • Idle (when not doing anything)
  • Walk (moving left or right)
  • Crouch (down key)
  • Jump (key up)
  • Fall (after jump or simply falling by gravity)

Sheet oscillation effect must be interruptible

Once sheet effect has been started it continues until its maximum.
If entity over it left the sheet's top, the oscillation effect must stop and reach the shortest side (continue or reverse angle computation).

Player gameplay transitions not perfect

General fixes required.
Transitions not working correctly.
Attack must be done only one time per action key press.
Jump glitches when falling.
Walk glitches when landed.

Swamp Monsters

Ensure all swamp monsters of the original game are implemented with their AI:

  • Bee (simple patrol)
  • Crawling (simple patrol & jump on border)
  • Dino (simple patrol, fall on border & slide on slopes)
  • Flower (point player & throws projectile)
  • Grasshoper (jump & throws Fly)
  • NestLittle (throws fly)

Swamp Backgrounds

Ensure the 3 swamp backgrounds are correctly implemented with their rasters:

  • Dawn
  • Day
  • Dusk

Swamp Sceneries

Ensure all swamp sceneries of the original game are implemented with their effects:

  • Beetle (player can walk over)
  • Bird (hurt player, can be hit to walk over)
  • CarnivorousPlant (kill player)
  • Dragon (rise on player proximity and show its tongue where it is possible to move over)
  • Sheet (player can walk over & vertical move effect)
  • Spike1 & Spike2 (rise from ground & hit player)
  • TurningAuto (player can walk over when not turning)
  • TurningHit (always turning, can be hit to walk over)
  • Floater (floating over water, move down on over)

Add basic attack animations

The following ground attacks can be performed on ground with FIRE + DIRECTION:

  • Horizontal sword attack (FIRE + LEFT or RIGHT)
  • Turning sword attack (FIRE + LEFT or RIGHT opposed to current direction)
  • Crouch leg attack (DOWN + FIRE + LEFT or RIGHT)
  • Vertical sword attack (FIRE + TOP)
  • Jump sword attack (FIRE on air)
  • Falling spike sword attack (FIRE + DOWN when falling)

Intro

Implement the game introduction.

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