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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. ... |
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megamarc |
Support
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15 |
42,453 |
06-02-2018, 01:19 AM |
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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... |
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megamarc |
Support
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22 |
64,640 |
06-02-2018, 01:10 AM |
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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... |
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megamarc |
Support
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13 |
36,674 |
05-30-2018, 06:39 AM |
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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... |
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megamarc |
Support
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22 |
64,640 |
05-30-2018, 06:30 AM |
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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 :) |
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megamarc |
Support
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1 |
5,695 |
05-30-2018, 03:58 AM |
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Thread: Pixel modifications
Post: RE: Pixel modifications
Domarius Wrote: (05-27-2018, 07:37 AM)
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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... |
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megamarc |
Support
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18 |
52,566 |
05-30-2018, 03:57 AM |
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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... |
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megamarc |
Support
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13 |
36,674 |
05-28-2018, 01:09 AM |
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Thread: Pixel modifications
Post: RE: Pixel modifications
Domarius Wrote: (05-21-2018, 04:28 PM)
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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... |
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megamarc |
Support
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18 |
52,566 |
05-21-2018, 05:58 PM |
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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... |
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megamarc |
Support
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15 |
42,453 |
05-21-2018, 07:18 AM |
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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... |
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megamarc |
News & Announcements
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0 |
5,133 |
05-19-2018, 03:31 AM |
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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... |
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megamarc |
Support
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13 |
36,674 |
05-18-2018, 05:37 PM |
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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... |
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megamarc |
News & Announcements
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0 |
4,281 |
05-16-2018, 05:27 PM |
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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... |
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megamarc |
Support
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18 |
52,566 |
05-14-2018, 02:27 AM |
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Thread: Colour Cycling
Post: RE: Colour Cycling
PerspexSphinx Wrote: (05-06-2018, 03:33 AM)
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I was just wondering though, why for MIX, there is just set values... MIX, MIX25, MIX50 & MIX75, why can’t one just enter any amount of MIX like MIX15 o... |
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megamarc |
Support
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15 |
42,453 |
05-07-2018, 10:50 PM |
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Thread: Colour Cycling
Post: RE: Colour Cycling
Don't worry about posting questions, I appreciate your interest!
Short cause:
you found a bug in the python binding. I'll fix it on GitHub, meanwhile you can fix it yourself to proceed with your t... |
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megamarc |
Support
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15 |
42,453 |
04-30-2018, 04:06 PM |
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Thread: Colour Cycling
Post: RE: Colour Cycling
Blending is supported on both backgrounds and sprites, so you can use set_blend_mode in sprites too, with the same features.
PerspexSphinx Wrote: (04-28-2018, 06:08 AM)
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Hi, I got a sprite Colour ... |
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megamarc |
Support
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15 |
42,453 |
04-28-2018, 11:37 PM |
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Thread: Colour Cycling
Post: RE: Colour Cycling
Yes, you can have color cycling in sprites too
The Sprite object has the get_palette() method that returns its current palette. One you have it, you can setup a color cycle animation in the same wa... |
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megamarc |
Support
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15 |
42,453 |
04-19-2018, 03:51 AM |
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Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
tmoney2049 Wrote: (02-27-2018, 04:19 AM)
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Hey guys, speaking of Lua, I have a small binding and sample code using LuaFFI (https://github.com/megamarc/Tilengine/pull/18). It's a little bit of voodoo... |
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megamarc |
Support
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22 |
64,640 |
02-28-2018, 01:25 AM |
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Thread: Regarding other platforms, like Linux, mobile...
Post: RE: Regarding other platforms, like Linux, mobile....
Of course you can release multiple platform ports of your project written in C++. The language itself is source-level cross-platform. But you have to build specific binaries for each platform with dif... |
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megamarc |
Support
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3 |
11,292 |
02-24-2018, 05:49 PM |
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Thread: Regarding other platforms, like Linux, mobile...
Post: RE: Regarding other platforms, like Linux, mobile....
Hi Domarius,
Sorry for the delay. I know about writing portable code for cross-platform development, but not much about unified cross-platfom environments. What I do with Tilengine is to write, deb... |
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megamarc |
Support
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3 |
11,292 |
02-20-2018, 03:33 AM |