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Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?
| Hi,
This kind of proposed functionality should be implemented in the application -game- domain, not inside the engine. It's not a bad idea, but it's kind of a "hack" too, to overcome a limitation o... |
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megamarc |
Support
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32 |
60,807 |
11-03-2022, 10:22 PM |
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Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?
| Hi again!
Having a tool that isn't open source isn't a problem per se -at least for me- as long as it does what is expected to do. The problem is that the 16t format is undocumented. Yes it's a s... |
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megamarc |
Support
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32 |
60,807 |
11-04-2022, 12:32 AM |
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Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?
| Hi!
I'm glad this is already working for you. At's a good idea indeed: having non-standard attributes in separate layers using tile indexes, and mass-transfer them to the destination tilemap at run... |
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megamarc |
Support
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32 |
60,807 |
11-04-2022, 03:44 AM |
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Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?
| Hi!
Glad to know you're in contact with the developer.
The fields I'm interested on are those encoded in base64:
Tilemap.Grid
Tileset.Buffer
Tileset.Buffer_Streamed
Yes this editor only suppo... |
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megamarc |
Support
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32 |
60,807 |
11-07-2022, 07:57 AM |
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Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?
| Hi,
Thanks for the info! I'll take a look.
zlib + base64 is a common scheme to encode binary data inside text files. It's the same format used in Tiled editor, that Tilengine already handles. Th... |
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megamarc |
Support
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32 |
60,807 |
11-08-2022, 04:44 PM |
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Thread: Slotted Palettes test and the PAL64 palette format
Post: RE: Slotted Palettes test and the PAL64 palette fo...
| Hi!
Seems you've been busy playing with the palettes :-) thanks for sharing a video showing the process and result. May I upload it to Tilengine youtube channel with proper attribution to you?
I... |
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megamarc |
Game development topics
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8 |
16,669 |
11-11-2022, 05:33 PM |
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Thread: Slotted Palettes test and the PAL64 palette format
Post: RE: Slotted Palettes test and the PAL64 palette fo...
| Hi!
Thanks for permission to use your video :-) How may I credit you?Link to GitHub account, username...?
Thanks for clarifications about palette format and motivations for NES palette. I agree... |
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megamarc |
Game development topics
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8 |
16,669 |
11-11-2022, 09:38 PM |
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Thread: Slotted Palettes test and the PAL64 palette format
Post: RE: Slotted Palettes test and the PAL64 palette fo...
| Hi!
Reading byte by byte is not a problem, as you can read a byte on any boundary. Just personal experience, some years ago I wrote a FAT filesystem driver for an embedded device that was a bit of ... |
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megamarc |
Game development topics
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8 |
16,669 |
11-12-2022, 01:43 AM |
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Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?
| Hi! I hadn't time to work in it yet, but I'll tell you if I encounter some issue. Thanks for the interest! |
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megamarc |
Support
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32 |
60,807 |
11-12-2022, 10:11 PM |
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Thread: Tilengine 2.13 with per-tile palette selector
Post: Tilengine 2.13 with per-tile palette selector
| Hi,
I've uploaded to itch.io and github release 2.13 of Tilengine, which adds the ability to use different palettes on each tile of a tilemap, just like actual 2D chipsets work. Here's the full blog ... |
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megamarc |
News & Announcements
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0 |
3,161 |
11-13-2022, 03:18 AM |
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Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)
| Hi!
Tilengine clips all sprites so they don't get draw outside of the viewport. Yo can simulate sprite warping from the application level by using two sprites, one on each side of the screen where ... |
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megamarc |
Support
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10 |
19,523 |
11-16-2022, 12:36 AM |
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Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)
| I see, good examples. For warping effect I'd use two sprites, one on each side of the viewport, each one being clipped on its own side. I guess that's what original SMB3 did. I'd keep both sprites syn... |
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megamarc |
Support
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10 |
19,523 |
11-16-2022, 07:14 AM |
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Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)
| Hi,
I've done a quick warping mockup, here's the source code, just place in "samples" directoy and treat it as a regular sample
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megamarc |
Support
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10 |
19,523 |
11-16-2022, 08:25 AM |
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Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)
| Good work with drawing primitives :-)
For drawing filled circles, I once implemented it on a gfx library. I used bresenham's circle algorithm, but instead of directly plotting the edge pixels, I us... |
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megamarc |
Support
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10 |
19,523 |
11-16-2022, 08:34 AM |
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Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)
| Hi,
You don't need 4 sprites to warp in both directions, just 2 sprites. Here is the simplified source.
Beware that you cannot warp in both axis at the same time, that is, trying to warp in a c... |
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megamarc |
Support
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10 |
19,523 |
11-17-2022, 03:00 AM |
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Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)
| Hi!
Good job with your drawing primitives :-)
Yes you're right, warping on cornes requires 4 sprites as the actor appears on all corners at once.
I haven't planned use for the remaining bits ... |
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megamarc |
Support
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10 |
19,523 |
11-23-2022, 08:01 PM |
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Thread: Scaling to fake camera zoom effect?
Post: RE: Scaling to fake camera zoom effect?
| Hi!
Of course it's possible, but you have to coordinate the scaling of background and sprites.
Background scaling is done with TLN_SetLayerScaling() (https://www.tilengine.org/doc/group__layer.html... |
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megamarc |
Support
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1 |
4,160 |
12-02-2022, 06:36 PM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
| Hi!
That's true, I haven't released it to the public yet because there are still some minor issues, but the bulk of the work is done.
Here you can preview some of the samples running inside a we... |
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megamarc |
Support
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14 |
26,073 |
12-31-2022, 08:28 PM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
| Hi!
Sorry for the delay, I've been out offline on Christmas holidays.
I don't quite know emscripten to answer this question right now. The setup I have first compiles a static library libTilengi... |
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megamarc |
Support
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14 |
26,073 |
01-11-2023, 12:52 AM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
| Hi!
In case you're interested, I've pushed online the html5 development branch. This is were I do all tests and changes, it's not for public release yet, but it's working. Once it's completed, my i... |
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megamarc |
Support
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14 |
26,073 |
01-14-2023, 04:54 PM |