Search Results
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Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: Tilengine 2.15 supports variable refresh rate moni...
I've uploaded a new release to GitHub and itch.io, that adds these features to the built-in window:
Support for non-60 Hz refresh rates. Auto adjusted when creating the window, or can be manually se... |
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megamarc |
News & Announcements
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8 |
9,526 |
04-23-2023, 04:24 AM |
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Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...
Haha you're going quite crazy with it! :D
Yes, a bitmap layer is like a contained framebuffer where you can put anything you want there, but allowing composition and blending effects with other ele... |
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megamarc |
Game development topics
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13 |
14,679 |
04-21-2023, 09:43 PM |
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Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...
Just one layer?? Let me know how...
Are you using an object layer?
There is another black layer with blue characters and drawing primitives. The moving logo sometimes goes under the text and primiti... |
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megamarc |
Game development topics
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13 |
14,679 |
04-21-2023, 08:47 PM |
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Thread: [Suggestion] Reziseable window on runtime, limited FPS, and shaders
Post: RE: [Suggestion] Reziseable window on runtime, lim...
Hi!
I'm fine, thanks :-) hope you too.
1. Window resizing: It could be possible to change the window at runtime, of course. I limited the ability to dinamically resize it in order to keep consis... |
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megamarc |
Support
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2 |
3,226 |
04-05-2023, 01:05 AM |
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Thread: [Suggestion] Windowing
Post: RE: [Suggestion] Windowing
Hi!
I think the feature you're looking for is already implemented. It's the last parameter (invert) of function TLN_SetLayerWindow():
https://github.com/megamarc/Tilengine/blob/master/include/Ti... |
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megamarc |
Support
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8 |
9,643 |
04-04-2023, 08:14 PM |
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Thread: [Suggestion] Windowing
Post: RE: [Suggestion] Windowing
I've released Tilengine 2.14 with a layer window feature very similar to the SNES one, enhancing window clipping already implemented:
https://megamarc.itch.io/tilengine/devlog/488137/tilengine-214-ne... |
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megamarc |
Support
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8 |
9,643 |
02-11-2023, 01:10 AM |
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Thread: Tilengine 2.14 with new layer window feature
Post: Tilengine 2.14 with new layer window feature
Hi!
I've just released a new version that adds a per-layer window feature similar to the one pesent in SNES. Here is the full post with explanation and new samples to play with:
https://megamarc... |
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megamarc |
News & Announcements
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0 |
1,735 |
02-11-2023, 01:07 AM |
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Thread: V-Tilengine
Post: RE: V-Tilengine
Hi!
Nice work, thanks for sharing here. I didn't know about V language, seems cool.
I've also updated README in GitHub to add V-Tilengine binding.
Regards, |
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megamarc |
Game development topics
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1 |
2,827 |
01-29-2023, 03:36 AM |
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Thread: [Suggestion] Windowing
Post: RE: [Suggestion] Windowing
Hi!
The effects you mention could be implemented in Tilengine right now, combining layer clipping and layer blending. The ability of the SNES to clip the portion of the layer that lies outside of a... |
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megamarc |
Support
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8 |
9,643 |
01-20-2023, 08:30 AM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
Hi!
Regarding trailers, I used video editors in the distant past (Mediachance Edit Studio 5). I know how to work with video layers, text/effect layers, transitions... However I don't know how to sc... |
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megamarc |
Support
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14 |
16,490 |
01-19-2023, 04:30 AM |
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Thread: [Suggestion] Windowing
Post: RE: [Suggestion] Windowing
Hi!
Thanks for the suggestion and related documentation, this is quite interesting :-)
Tilengine implements a feature that, albeit not as complex as SNES windowing feature, is quite similar and ... |
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megamarc |
Support
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8 |
9,643 |
01-19-2023, 04:16 AM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
Hi!
This is the idea :-) I'd like to put some samples online so the user can interact with them. I have to create different html templates, one for each sample, to explain the purpose of the sample... |
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megamarc |
Support
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14 |
16,490 |
01-16-2023, 03:59 AM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
Hi!
Glad to know you have it working :-)
As you can see, the single main difference is that the main loop doesn't exist isnide main() function anymore, but is a delegate function set up by the n... |
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megamarc |
Support
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14 |
16,490 |
01-15-2023, 04:09 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 |
16,490 |
01-14-2023, 04:54 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 |
16,490 |
01-11-2023, 12:52 AM |
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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 |
16,490 |
12-31-2022, 08:28 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 |
2,742 |
12-02-2022, 06:36 PM |
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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 |
13,315 |
11-23-2022, 08:01 PM |
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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 |
13,315 |
11-17-2022, 03:00 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 |
13,315 |
11-16-2022, 08:34 AM |