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View Code? Open in Web Editor NEWJava remake of Lionheart amiga game
Home Page: https://lionheart.b3dgs.com
License: GNU General Public License v3.0
Java remake of Lionheart amiga game
Home Page: https://lionheart.b3dgs.com
License: GNU General Public License v3.0
Ensure all swamp items of the original game are implemented with their effects:
Provide version and engine info at screen bottom.
Each attack must provide its own collision in order to interact with monsters collision.
Add the following monsters with their behavior:
Loading sprite is not centered on screen.
Set position to middle and location to half screen size.
Create a specific editor for Lionheart Remake by using the lionengine-editor module.
Fragment can be used to add the specific part.
By using the editor, create the 3 Swamp stages:
Stages:
Basic ground collisions remains incomplete:
Add the following sceneries with their behavior:
Once item is taken, trigger an effect (stars).
When a monster died, spawn an explosion over it.
Add the following items with their behavior:
Prepare a fully playable swamp level with all required features to complete the level:
Ensure the menu is well implemented, including the levels transition with their associated pictures.
And its interaction (effect).
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.
Ensure the water foreground is well implemented:
Internal game resolution is a little bit scaled compared to native screen. Find the strict same factor to provide the same scene scaling.
Review the extro implementation to ensure it is well implemented.
Remove any static border collision declaration, and detect them dynamically by checking the player over the map.
Add equilibrium animation.
Attach a sound for each swamp level element:
Use a specific collision group for sceneries.
Jump action is simple. Enhance it by allowing to control maximum jump height (use jump key press delay).
When falling over sheet scenery, add oscillation effect on it and player over it.
Provide a basic gameplay with animations:
Adjust movement, jump force and fall gravity to a better value, close to the original.
As horizontal speed is faster than gravity, player no longer stays on ground when moving down on slopes. Add a special offset to stay locked on slopes.
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).
Insert a properties view under the palette view, in order to custom objects, such as their movement, patrol...
Provide collisions for player over map tile:
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.
Ensure all swamp monsters of the original game are implemented with their AI:
Once monster life reach 0, spawn an explosion effect.
Camera must follow player with a interval margin (left and right).
Provide Swamp Dusk theme raster.
Allow to place starting / ending and checkpoints in the editor.
Ensure the 3 swamp backgrounds are correctly implemented with their rasters:
Add automatic camera player tracking.
Review movement speed, smooth and jump.
This scenery must allow player to walk over it. No sheet effect for now.
Support border detection as with tiles.
The entity must also support correct gravity and collision with player (just detection for the moment).
Add support to sword shade effect.
Ensure all swamp sceneries of the original game are implemented with their effects:
Handle entity stats (health...)
The following ground attacks can be performed on ground with FIRE + DIRECTION:
Implement the game introduction.
Set moon position same as original.
The item must be 'takeable' by the player (simply destroy item).
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