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Post Author Forum Replies Views Posted [asc]
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

Hi! Sorry for the delay. I'm fixing some issues I found in another areas so I haven't checked the forums in a while. Your suggestion is welcomed as always. However, the color extraction to pi...
megamarc Support 6 3,385 08-10-2024, 05:17 PM
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

Hi! Nice suggestions as always. I'll comment a bit By design I didn't want Tilengine to be a 1:1 replica of past systems, imposing artificial restrictions. One of the major differencies is palet...
megamarc Support 6 3,385 05-31-2024, 07:15 AM
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

Hi! The foreground tileset palette is using 22 colors, so that's not a bug. Global palettes are dynamic, they aren't used unles they're configured. Can you expand on your idea / case of use? ...
megamarc Support 6 3,385 05-30-2024, 05:37 AM
    Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs

Hi, I've found the explanation for both issues: CRT filter The problem here is that the background bitmap is smaller than the framebuffer. When thete's no background bitmap, each frame is cle...
megamarc Support 3 2,404 04-04-2024, 03:18 AM
    Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs

Hi! I've just returned from holidays and seen your post. Let me check it and answer soon. The CRT issue happens when the front layer is scrolling, or just standing still? I may need the "elis...
megamarc Support 3 2,404 04-02-2024, 04:20 AM
    Thread: How to create a framebuffer for use of external rendering
Post: RE: How to create a framebuffer for use of externa...

Hi, In plain C (not C++), void* pointer means "anything goes", it's like a placeholder that accepts any data. malloc won't break, it just returns a void* pointer, it doesn't care what are you using...
megamarc Support 1 1,351 03-01-2024, 05:44 PM
    Thread: How blitting works
Post: RE: How blitting works

Hi! That's the reason, it's fixed point math. On low-end hardware, integer math is much faster than floating point. So the fractional accumulation is done in 16.16 fixed point, that is 16 bits for in...
megamarc Support 2 1,883 02-23-2024, 04:57 PM
    Thread: Origin of resources
Post: RE: Origin of resources

Hi! I don't create the resources myself, because I don't have drawing skills. Instead I use different sources: itch.io free resources (mainly from https://ansimuz.itch.io/) https://www.vgmaps.c...
megamarc Game development topics 1 1,880 12-21-2023, 09:06 PM
    Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine

Hi! Sorry for the long delay. In my development branch I use VSYNC for window creation and get correct behavior in both Firefox and Edge. I haven' tried no vsync, as the variable monitor rate fe...
megamarc Support 14 15,834 12-03-2023, 06:26 PM
    Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...

Hi, I've finally managed to build and debug the sample using VS2022 Community. Now I can check what it does and where's the problem. Regards,
megamarc Support 7 7,012 09-22-2023, 12:24 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

There's a list that stores, for each sprite, what index to draw next after the current one. It also stores the first sprite to draw. When you need fine control of sprite ordering, for example to imple...
megamarc Support 29 25,006 09-19-2023, 12:15 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Yes! That's it
megamarc Support 29 25,006 09-18-2023, 04:34 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

There are four passes, on each pass only effective items for that pass are drawn. So the first pass of sprites only renders regular sprites, and the second pass only renders priority ones. The same...
megamarc Support 29 25,006 09-18-2023, 03:31 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Hi! From top priority to least priority, the draw stack is: Top  ->      Priority sprites                 Priority tiles                 Regular sprites                 Regular tiles Bottom ...
megamarc Support 29 25,006 09-17-2023, 06:59 PM
    Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...

Hi, I've updated my install of mingw to mingw64 to last one available (13.2.0) but I when building I get many instances of this error: Code: -- src/Include/tweeny.h: In member function 'tween...
megamarc Support 7 7,012 09-04-2023, 03:44 PM
    Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...

Hi, I've tried to build the project to see how it runs, but I think mi install of mingw32 is quite old as it isn't compatible with the supplied dlls. I'll try to update it and chek it. I'm not fami...
megamarc Support 7 7,012 09-04-2023, 05:01 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Unfortunately yes, I can only give support for Tilengine itself, not for other bindings. But I can take a look, maybe I can see something suspicious
megamarc Support 29 25,006 09-01-2023, 02:04 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Hi, To debug this particular issue I should have acces to full project (code with assets). You can send it via PM if you want
megamarc Support 29 25,006 08-31-2023, 07:09 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Hi! You can do this as long as you first call: Code: -- TLN_DisableLayer(myLayer) -- If not, you'll be deleting a resource that is attached to an active layer, that will cause a segfault on...
megamarc Support 29 25,006 08-30-2023, 08:53 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Hi, As a general rule, there are two things to take into account when dealing with resources: 1. Don't delete a resource you don't own. You own a resource when you explicitly create, load or ...
megamarc Support 29 25,006 08-30-2023, 06:18 PM