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Post Author Forum Replies Views Posted [desc]
    Thread: Pixel modifications
Post: RE: Pixel modifications

Hi Domarius! In its current form, Tilengine is not suitable for bitmap-based backgrounds like worms. You may do it, but in an awkward and non-intuitive manner (just as it would have been in classic...
megamarc Support 18 52,435 05-14-2018, 02:27 AM
    Thread: Release 1.20 - Full bitmap backgrounds
Post: Release 1.20 - Full bitmap backgrounds

There's a new version available. Release 1.20 adds the ability to use full bitmaps as backgrounds, in addition to the classic tiled ones. This kind of background layer is required to develop games suc...
megamarc News & Announcements 0 4,252 05-16-2018, 05:27 PM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

Hi Daniel, Tilengine reads the FLIP_X and FLIP_Y flags from Tiled editor to do horizontal and/or vertical flipping of tiles and sprites. Tiled later added the ROTATION flag that swaps x/y axis. Com...
megamarc Support 13 36,613 05-18-2018, 05:37 PM
    Thread: Release 1.21 - Enhanced input
Post: Release 1.21 - Enhanced input

New release 1.21 adds the ability to get a callback for every event detected inside the window. This enables to use any input device (keyboard, gamepad, mouse...) bypassing the pre-made input model of...
megamarc News & Announcements 0 5,114 05-19-2018, 03:31 AM
    Thread: Colour Cycling
Post: RE: Colour Cycling

Tilengine uses a virtual input scheme that simulates the setup of an arcade or console game: 4 directions and 6 action buttons. You can assign keys with Window.define_input_key() (http://www.tilengine...
megamarc Support 15 42,379 05-21-2018, 07:18 AM
    Thread: Pixel modifications
Post: RE: Pixel modifications

Domarius Wrote: (05-21-2018, 04:28 PM) -- Wow that is amazing that you could do it so quick! I should make an attempt with Godot first, as I've been led to believe this sort of approach is reasona...
megamarc Support 18 52,435 05-21-2018, 05:58 PM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

Of course! Don't expect any kind of anti-aliasing, just the good-old blocky pixels. This is not an intended feature, just a side effect of how real 2D tiled hardware works. In fact only few high-en...
megamarc Support 13 36,613 05-28-2018, 01:09 AM
    Thread: Pixel modifications
Post: RE: Pixel modifications

Domarius Wrote: (05-27-2018, 07:37 AM) -- I noticed in the commit logs it rejects anything higher than 8 bits per pixel - away with that full colour garbage! We don't like their kind around here, heh...
megamarc Support 18 52,435 05-30-2018, 03:57 AM
    Thread: What causes disabled sprites and layers to be re-enabled?
Post: RE: What causes disabled sprites and layers to be ...

Good point, I've never tried to modify tilemaps on disabled layers. Of course this seems counter-intuitive, I'll check it :)
megamarc Support 1 5,683 05-30-2018, 03:58 AM
    Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...

Yes, I've upgraded input in two phases: first implementing multiple players, configurable key bindings and more inputs. And recently I've opened a link to get direct SDL events, for maximum flexibilit...
megamarc Support 22 64,519 05-30-2018, 06:30 AM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

I'm glad you enjoy the comments here :-) Classic 2D hardware didn't allow rotation, games with pseudo rotation had some frames drawn pre-rotated between 0 and 90º, and combining them with horizonta...
megamarc Support 13 36,613 05-30-2018, 06:39 AM
    Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...

Tilengine is a rendering system, so it shouldn't get in the way (architecture-wise) if you try to port an old game. What can be problematic is wether the graphical features used in your old graphics l...
megamarc Support 22 64,519 06-02-2018, 01:10 AM
    Thread: Colour Cycling
Post: RE: Colour Cycling

Yes, that's something that I should do soon! However I have to figure out how to implement the last change without forcing users to install PySDL2 if they don't want to use the SDL event callback. ...
megamarc Support 15 42,379 06-02-2018, 01:19 AM
    Thread: felicitaciones
Post: RE: felicitaciones

Hola Hokuto! Qué tal? Agradezco tus comentarios y observaciones. Cierto es que hay que mantener bajo el número de lenguajes. Yo personalmente estoy manteniendo 3: C, C# y Python. Los otros (Java...
megamarc Soporte 14 34,074 06-02-2018, 01:39 AM
    Thread: Feature request, input keys other than arrows
Post: RE: Feature request, input keys other than arrows

TLN_DefineInputKey() is the way to assign the predefined functions to the keys you want
megamarc Support 3 9,851 06-05-2018, 03:54 AM
    Thread: Text in Tilengine
Post: RE: Text in Tilengine

JaumeAlcazo Wrote: (06-08-2018, 05:48 PM) -- Which is the best library to render text in SDL/Tilengine? I would like to use "\n", ttf fonts, bitmap fonts, different colors, etc... -- Tilengine doe...
megamarc Support 3 11,101 06-09-2018, 12:29 AM
  Lightbulb Thread: Forums temporarily shutting down
Post: Forums temporarily shutting down

Hello, Tilengine website and these forums are hosted on a paid premium account. The subscription ends tomorrow and renewing it costs quite a bit. I develop Tilengine and support it for free, on my ...
megamarc News & Announcements 1 6,188 06-12-2018, 12:45 AM
    Thread: Sprite Collision With Map Tiles
Post: RE: Sprite Collision With Map Tiles

Hi Daniel! You're on the right way. There's no built-in mechanism to do sprite vs playfield collision detection, but there are some helper functions to aid you. The usual way is to define some "hot...
megamarc Support 1 5,694 06-22-2018, 06:46 AM
    Thread: Interpolation on CWF_S2
Post: RE: Interpolation on CWF_S2

There's no way at this moment, but a forum member told that too. This could be a nice feature, may you open a Feature Request in GitHub? It's difficult to keep track of new requests and GitHub is a go...
megamarc Support 1 5,741 06-22-2018, 06:51 AM
    Thread: Feature request, input keys other than arrows
Post: RE: Feature request, input keys other than arrows

Some keys such as Escape an Backspace are predefined. The windowing subsystem was implemented to provide a simple environment for testing because Tilengine is just a rendering library. If you need mor...
megamarc Support 3 9,851 06-22-2018, 07:20 AM