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One single layer, no sprites. Pushing Tilengine to its limits? - Printable Version +- Tilengine - The 2D retro graphics engine forum (http://tilengine.org/forum) +-- Forum: English forums (http://tilengine.org/forum/forumdisplay.php?fid=3) +--- Forum: Game development topics (http://tilengine.org/forum/forumdisplay.php?fid=13) +--- Thread: One single layer, no sprites. Pushing Tilengine to its limits? (/showthread.php?tid=2291) Pages:
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RE: One single layer, no sprites. Pushing Tilengine to its limits? - System64 - 06-17-2023 (06-17-2023, 02:06 AM)megamarc Wrote: Hi!Hi! I use raster effects in a clever way. I have a long tile that is 256x8. it has 256 vertical lines, each line is one color, so this tile has 256 colors. I fill the screen with this tile and then I change the palette at every scanline. So you have 224 palettes of 256 colors, each palette entry corresponds to one pixel. RE: One single layer, no sprites. Pushing Tilengine to its limits? - vonhoff - 06-18-2023 (06-17-2023, 07:05 AM)System64 Wrote: Hi! Seems really interesting, could you share the code so I could try it out as well? RE: One single layer, no sprites. Pushing Tilengine to its limits? - megamarc - 06-18-2023 I agree, that's a very creative use, would be nice to see sample implementation RE: One single layer, no sprites. Pushing Tilengine to its limits? - System64 - 08-06-2023 Hi, I found the code, it is quite simple. I read a binary file that contains the colors : Code: import std/streams |