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    Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)

Hi Jaume! I'm glad to hear from you, cheer up with the confinement, I hope it passes soon and you are all well. For my part I can't complain, thank you :) I see that the progress of the game is a...
megamarc Game development topics 59 163,814 02-11-2022, 04:22 AM
    Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)

Hi Jaume, May I help? I know the engine and you already have a sample of my work  :) Send me a private message in case you're interested. I have experience.
megamarc Game development topics 59 163,814 02-23-2022, 04:20 AM
    Thread: code blocks and compile
Post: RE: code blocks and compile

Hi! This is a runtime error caused by mismatching 32 and 64 binaries. You have built a 32-bit executable and placed it alongside 64-bit dlls, or vice-versa. Make sure you're match the same architectu...
megamarc Support 2 6,277 03-04-2022, 05:14 PM
    Thread: [Suggestion] Getting the positions of a layer
Post: RE: [Suggestion] Getting the positions of a layer

Hi! This is a good suggestion indeed. You suggest to enable standard getters for sprite and layer position. No problem. Right place may be on github, opening an issue there, but I pay etention h...
megamarc Support 8 20,465 03-09-2022, 02:37 AM
    Thread: CsTilengine for version 2.9.5
Post: RE: CsTilengine for version 2.9.5

I agree. One main reason for using direct 1:1 bindings is reuse of documentation and existing knowledge of the orifinal API. With this model there is a single API for all languages, that makes it stra...
megamarc Presentations 6 17,138 04-09-2022, 05:11 PM
    Thread: [Suggestion] Getting the positions of a layer
Post: RE: [Suggestion] Getting the positions of a layer

Hi! Quite well. I would simplify it in two places: 1. Having layer width or height to 0 si not illegal, it just means the layer hasn't been yet setup. It should be returned as is, without settin...
megamarc Support 8 20,465 04-12-2022, 12:47 AM
    Thread: Multiple Sprite Sheets?
Post: RE: Multiple Sprite Sheets?

Hi, You can have as many spritesets as you want, just remember to call TLN_SetSpriteSet() (http://www.tilengine.org/doc/group__sprite.html#ga77217fa75191003ce10d64b7c2a4d8da) to select which is the a...
megamarc Support 2 6,709 04-30-2022, 07:45 AM
    Thread: Spam on the English forums
Post: RE: Spam on the English forums

Hi, You're right, spammers are a pain in the ass. I'm constantly cherry-picking their posts and doing permanent ban on them, but they keep returning with new users. I've done a cleaning right now. I...
megamarc Forum issues 1 5,738 04-30-2022, 07:54 AM
    Thread: Tilengine Anim Suite
Post: RE: Tilengine Anim Suite

Hi! Good work, and thanks for your contribution! :)  Nowadays the .sqx format is only used for color cycle animation, but is kept for backwards compatibility with old code. There's a function c...
megamarc Presentations 4 10,960 05-08-2022, 04:33 PM
    Thread: Adding more blending modes
Post: RE: Adding more blending modes

Hi! Built-in blending tables are created in file Tables.c, in CreateBlendTables() function: https://github.com/megamarc/Tilengine/blob/effe3a778de747469f8c83b6452af66e5cad30a8/src/Tables.c#L20 To...
megamarc Support 3 8,937 05-09-2022, 08:55 PM
  Heart Thread: A GUI for ResourcePacker
Post: RE: A GUI for ResourcePacker

Hi! Great work with this project, I'll update ResourcePacker original project to point out the existence of a GUI. Thanks for your contribution! Sorry for the delay in responding, due to the m...
megamarc Presentations 1 6,054 08-02-2022, 12:50 AM
    Thread: Palette attribute per tile
Post: RE: Palette attribute per tile

Hi! I've thougth about this feature some time ago. To implement this, there should be a global store of slotted palettes -layers and sprites are slotted, but palettes are dinamically managed-. So y...
megamarc Support 11 23,383 08-09-2022, 01:18 AM
    Thread: Palette attribute per tile
Post: RE: Palette attribute per tile

Hi again, The renderer should know which palette to use for each tile based on the palette index bits, in the same way it knows what graphic to draw based on its tile index bits. To keep backwards ...
megamarc Support 11 23,383 08-09-2022, 02:52 PM
    Thread: Palette attribute per tile
Post: RE: Palette attribute per tile

To fully support per-tile palette, you should modify DrawLayerScanline(), DrawLayerScanlineScaling(), DrawLayerScanlineAffine() and DrawLayerScanlinePixelMapping(). Each one is responsible of the diff...
megamarc Support 11 23,383 08-10-2022, 03:28 PM
    Thread: Palette attribute per tile
Post: RE: Palette attribute per tile

No doubt you'll have segfaults while developing features! :P  I often suffer them, too, so it's normal. Unmanaged languages with direct memory access like C are very prone to trigger them during devel...
megamarc Support 11 23,383 08-10-2022, 07:54 PM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi Daniel! How are you doing? I've seek Kickstarter trailer in Steam for Falconet, and gameplay looks cooler than ever! https://store.steampowered.com/app/1803070/Falconet/ Let me know if you...
megamarc Presentations 23 57,013 08-10-2022, 08:03 PM
    Thread: Palette attribute per tile
Post: RE: Palette attribute per tile

You should modify the loader in LoadTilemap.c to load a custom property from Tiled called "palette" for example. Use this property to set an integer value with the palette index, and store this value ...
megamarc Support 11 23,383 08-11-2022, 04:11 PM
    Thread: Tilengine 2.11 released
Post: Tilengine 2.11 released

Just released Tilengine 2.11 on GitHub and itch.io. This release enables tiled layers to be composed of up to 8 different tilesets each one. Here is the full post: https://megamarc.itch.io/tilen...
megamarc News & Announcements 2 6,178 10-02-2022, 02:04 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi Daniel, I've pushed update 2.11.0 to GitHub, that adds the possibility of using up to 8 different tilesets on a single tiled layer. Regards,
megamarc Presentations 23 57,013 10-03-2022, 05:00 AM
    Thread: Tilengine 2.11 released
Post: RE: Tilengine 2.11 released

Just updated Python binding for latest release: https://github.com/megamarc/PyTilengine (https://github.com/megamarc/PyTilengine) New features include: Up to date with release 2.11 New load strate...
megamarc News & Announcements 2 6,178 10-10-2022, 06:41 PM