Search Results
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Thread: felicitaciones
Post: RE: felicitaciones
Feliz año igualmente, gracias!! :)
Sí, la mayoría de actividad en el foro es internacional, aunque también hay gente de cerca que lo va siguiendo.
La documentación de C "paso a paso" está a med... |
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megamarc |
Soporte
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14 |
34,135 |
01-01-2018, 02:10 AM |
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Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
Hi, how are you doing?
Release 1.18 introduced features about input you suggested: more action buttons, a start button, up to four simultaneous players... have you checked it? |
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megamarc |
Support
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22 |
64,640 |
12-21-2017, 12:05 AM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
How are you doing with tilengine? Any progress?
C is a systems language and shouldn't be used to develop applications, only low-level system components. Tilengine is writen in C and that's great, b... |
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megamarc |
Presentations
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9 |
28,186 |
12-15-2017, 11:08 PM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
You're right, correct CRT emulation is quite complex. I just implemented a cheap one that runs on modest hardware and does a decent job, but of course it's far from accurate. I would recommend to bypa... |
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megamarc |
Support
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8 |
23,707 |
12-15-2017, 04:47 AM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
Hi stefano!
Everything you wrote is clear and understandable :-) I may or may not agree with some of the opinions, but I won't ever get angry with someone that is evaluating and suggesting things t... |
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megamarc |
Presentations
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9 |
28,186 |
12-12-2017, 09:15 AM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
All VDP-based systems (like arcade boards or console) used either tiled backgrounds or sprites to build the HUD. Direct pixel access is not possible in these systems easily -some creative trickery is ... |
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megamarc |
Support
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8 |
23,707 |
12-04-2017, 10:19 PM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
Thanks again for your suggestions. To get some donations I already have an Itch.io (https://megamarc.itch.io/tilengine) page and a Patreon (https://www.patreon.com/megamarc) one. The problem with patr... |
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megamarc |
Presentations
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9 |
28,186 |
12-04-2017, 05:03 PM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
You're welcome, feature requests are meant to be implemented :-) please add the dynamic change of internal resolution too, if not I will soon forget about it...
Interface elements: you can check th... |
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megamarc |
Support
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8 |
23,707 |
12-04-2017, 08:44 AM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
Hi Stefano, welcome to the forums!
I appreciate your comments and suggestions. Of course there is a lot to improve, I'm just a single guy maintaining it all with some occasional contributions from ... |
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megamarc |
Presentations
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9 |
28,186 |
12-04-2017, 08:29 AM |
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Thread: Release 1.19
Post: Release 1.19
This release adds the following features:
Spriteset: adds TLN_SetSpritesetData() to modify spriteset attributes and pixels at runtime.
Window: adds CWF_NEAREST window flag to the TLN_WindowFlags e... |
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megamarc |
News & Announcements
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0 |
4,662 |
12-04-2017, 01:46 AM |
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Thread: Release 1.18
Post: Release 1.18
New engine features:
Vastly improved user input: 6 action buttons, start button, up to four simultaneous players. Key bindings and joystick buttons can be redefined. Introduces TLN_EnableInput(), TLN_... |
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megamarc |
News & Announcements
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0 |
4,353 |
11-24-2017, 05:26 AM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
Hello and welcome to the forums :)
The spriteset memory layout is quite static. It would be easy to implement a method to update the pixels of a pre-allocated spriteset (just as you can do with a ... |
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megamarc |
Support
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8 |
23,707 |
11-23-2017, 09:03 AM |
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Thread: Python platformer prototype
Post: RE: Python platformer prototype
Updated platform prototype in WIP2: adds player/level interacion showing the usage of Layer::get_tile() and Tilemap:: set_tile() methods, to get info about the environment and modify it, respectively:... |
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megamarc |
News & Announcements
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1 |
6,882 |
11-04-2017, 08:03 PM |
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Thread: Python platformer prototype
Post: Python platformer prototype
I've spawned a new GitHub project that will act as a series of work-in-progress, showing how to implement actual game mechanics with tilengine:
https://github.com/megamarc/TilenginePythonPlatformer (... |
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megamarc |
News & Announcements
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1 |
6,882 |
11-02-2017, 08:32 PM |
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Thread: Version 1.16 released
Post: Version 1.16 released
This small update fixes bugs in TLN_GetSpriteInfo(), TLN_LoadTilemap() and adds sprite priority implementation using the FLAG_PRIORITY on sprites |
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megamarc |
News & Announcements
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0 |
4,845 |
10-04-2017, 04:58 AM |
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Thread: Sprite sheet design considerations?
Post: RE: Sprite sheet design considerations?
AFAIK non power of two textures were introduced to prevent the waste of space and/or image rescaling associated with classic textures. But I'm not a chipset designer so I can't tell you first hand how... |
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megamarc |
Support
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3 |
11,363 |
09-30-2017, 12:10 AM |
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Thread: Pixel modifications
Post: RE: Pixel modifications
Tilengine allows you to modify tileset pixel data on the fly at runtime (check TLN_SetTilesetPixels() (http://www.tilengine.org/doc/_tilengine_8h.html#af269a7f04ac9d1f1320bbe78ba307843) function). You... |
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megamarc |
Support
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18 |
52,565 |
09-30-2017, 12:01 AM |
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Thread: Sprite sheet design considerations?
Post: RE: Sprite sheet design considerations?
Tilengine is software based, so there aren't penalties about the number of sheets or set dimensions. By the way, the limitation of needing power of two textures was abandoned long time ago. OpenGL 2.0... |
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megamarc |
Support
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3 |
11,363 |
09-29-2017, 07:39 AM |
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Thread: Pixel modifications
Post: RE: Pixel modifications
I don't remember that original lemmings had this kind of environment modification. Worms had it, but it was based on a different kind of engine with full bitmaps, not tile based. You can read a great ... |
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megamarc |
Support
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18 |
52,565 |
09-29-2017, 07:20 AM |
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Thread: Smile!
Post: RE: Smile!
This seems to be an open bug in SCEditor, the text editor used inside myBB:
https://github.com/mybb/mybb/issues/2045 (https://github.com/mybb/mybb/issues/2045)
It just happens inside the WYSIWYG e... |
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megamarc |
Forum issues
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8 |
26,488 |
09-11-2017, 12:53 AM |