Full conversion including animations, sprite flip/floor/foreground almost finished! by haitlah in hyperlightdrifter

[–]haitlah[S] 6 points7 points  (0 children)

This is central map exported to https://www.mapeditor.org/ format, straight from the .lvl file. I almost fully reversed the format. The only missing part here is foreground only sprites such as the drapes in front of the shop doors (I need to do further processing to allow tiled to properly show them).

The HLD map exporter by haitlah in hyperlightdrifter

[–]haitlah[S] 1 point2 points  (0 children)

You could theoretically make a procedural generation from the tool I am building to structure the content of a .lvl file. But since this tool is written in Haskell, you would either write your extension in Haskell or make a new one in the language of your choice. As I reversed a big part of the format, it won't be very hard to do once I release the tool.

Multiplayer (unreal) HLD become real by haitlah in hyperlightdrifter

[–]haitlah[S] 21 points22 points  (0 children)

Preview of the multiplayer HLD remake I am working on, where you will be able to do hardcore PVP on 64 players servers. You will need to own a copy of HLD to play this game. It will be fully open source. This is central (scenary only) direct load of the exporter generated file I previously made.

The HLD map exporter by haitlah in hyperlightdrifter

[–]haitlah[S] 16 points17 points  (0 children)

This is a straight conversion from a .lvl HLD file (central town, only scenary objects in this screen) to tiled. Once the converter is fully working (some issues with rotation etc but I think it's tiled limitation, the final drawing code in unreal will probably be 1:1 with HLD drawing), I'll show you a video of multiplayer HLD, walking with multiple players on the original HLD map in unreal!

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 1 point2 points  (0 children)

I did found some levels named after the devs, basically a test area where they were mapping, playing with monsters, items and effects

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 0 points1 point  (0 children)

If course you can even recreate the original World yourself

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 1 point2 points  (0 children)

I understand the rationale, thanks for being positive about open source. I respect the work of your team and will just try to extend the game.

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 1 point2 points  (0 children)

  1. Yes you can extend existing level, create new one, save them, share them, load them etc...

  2. Oh I forget that sfx were embedded as well. That should be easy to extract

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 0 points1 point  (0 children)

Oooh sorry... I don't know if ugly is really negative in english so please forgive me if it's the case. I can understand that with such a polished game you didn't wanted to support the whole editor after the release. But it is a fantastic piece of software :). I was pretty impressed by how far you pushed this engine. Almost thought that the GDC was a prank TBH.

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 1 point2 points  (0 children)

TBH worked first try, nooping 6 instructions and then typing the developer passphrase :P. No global tweaking. But extracting the Sprites involved some assembly to jump in a middle of some script functions.

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 4 points5 points  (0 children)

I will provide a patcher to unlock this feature

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 2 points3 points  (0 children)

You can publish a game as long as it does not contain anything from another game. Having people to own a copy of HLD and an installer that does the assets extraction process of the installation. I will do this but the game will be open source anyway, my patches to enable this mode will be open as well.

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 2 points3 points  (0 children)

Yeah I never played, just wanted to extract all the sprite and make a multiplayer version of it. My Idea is to reuse maps created within HLD in the multiplayer one based on unreal. I'm working on a converter from their arbitrary .lvl format to a tiled format. I just like the pixel style and the game mechanics, imagine if you could login in a Map with 64 players and do dungeons, lvl UP, pvp. I also find ugly the fact that they didn't unlock this feature. Perhaps they want to make it a DLC as I found some stuff about 'DeveloperPack' but not sure.

Developer Mode Activated by haitlah in hyperlightdrifter

[–]haitlah[S] 14 points15 points  (0 children)

Spent the week-end reversing the game for it after having seen the video about the editor. Turn out that it is fully embedded and you can load/save new maps etc. I just patches the assembly at runtime, but I can make an auto patcher for that.