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Search Results
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Author |
Forum
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Replies |
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Thread: C# Animation Error
Post: RE: C# Animation Error
| You're not dumb at all :)
I think the problem is: prior to release 2.8.0, function for sprite animation took 4 arguments:
Code:
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bool TLN_SetSpriteAnimation (int anim_index, int nsprite, TLN... |
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megamarc |
Support
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10 |
27,015 |
03-25-2021, 08:16 AM |
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Thread: Free up sprite/animation slots?
Post: RE: Free up sprite/animation slots?
| Remember that you don't create sprites, instead you use (configure) and disable preallocated sprites.
A sprite is set up with TLN_SetSpriteSet():
http://www.tilengine.org/doc/md_sprites.html#autot... |
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megamarc |
Support
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5 |
14,007 |
04-07-2021, 05:49 AM |
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Thread: Trouble installing samples on win64
Post: RE: Trouble installing samples on win64
| Hi,
What file did you exactly download? 32-bit import library library is in /lib/win32/Tilengine.lib directory (please check it). If you're aiming 64-bit, i cannot give support on mingw64 as I use ma... |
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megamarc |
Support
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7 |
20,447 |
06-29-2021, 06:36 PM |
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Thread: Trouble installing samples on win64
Post: RE: Trouble installing samples on win64
| Hi, is it working for you?
If you're targeting windows x64, you can use tcc (Tiny C Compiler): https://bellard.org/tcc/ (https://bellard.org/tcc/)
I also have an alternative build script (build.... |
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megamarc |
Support
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7 |
20,447 |
07-01-2021, 07:46 PM |
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Thread: Trouble installing samples on win64
Post: RE: Trouble installing samples on win64
| Hi! I'm glad using tcc solved the compatibility problems.
Regarding redefining ESC, yes, you can disable it by remapping INPUT_QUIT to scancode 0 after creating the main window:
Code:
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TLN_... |
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megamarc |
Support
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7 |
20,447 |
07-02-2021, 04:04 PM |
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Thread: Rendering question
Post: RE: Rendering question
| The palette effects could be implemented with GPU shaders starting at OpenGL 3.0 (DirectX 10) or newer. There are other technical reasons for Tilengine being CPU based without any kind of GPU support.... |
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megamarc |
Support
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5 |
14,712 |
04-07-2021, 06:14 AM |
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Thread: Free up sprite/animation slots?
Post: RE: Free up sprite/animation slots?
| Don't worry by the memory. Each sprite takes about 100 bytes, so if you preallocate 128 sprites (SNES for example) it just takes about 13 kbytes. Nothing to worry about! Disabled sprites are free as t... |
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megamarc |
Support
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5 |
14,007 |
04-07-2021, 07:02 AM |
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Thread: Check sprite collision with other sprite
Post: RE: Check sprite collision with other sprite
| Hi,
Sprite collisions -with both tiles and other sprites- is a gameplay mechanics topic. As Tilengine is a graphics engine, not a full game engine, it won't directly solve collisions. However it wi... |
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megamarc |
Support
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3 |
10,266 |
05-05-2021, 07:14 AM |
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Thread: Need help with the installation from the GitHub
Post: RE: Need help with the installation from the GitHu...
| Hi,
GitHub repository doesn't include prebuilt Tilengine binary, you must build it from source. If you're having trouble with it, you can purchase a prebuilt one for a small fee in https://megamarc.... |
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megamarc |
Support
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1 |
5,857 |
09-10-2021, 03:01 PM |
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Thread: Bought from itch not easy to get it to run
Post: RE: Bought from itch not easy to get it to run
| Hi!
Thanks for your support :-)
Tilengine is not a software you directly run, but instead a programming library that you use to build your own games.
Both GitHub project page and the online documen... |
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megamarc |
Support
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3 |
9,688 |
09-12-2021, 02:34 AM |
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Thread: Bought from itch not easy to get it to run
Post: RE: Bought from itch not easy to get it to run
| Oh I understand, I think you purchased Tilengine with a misconception of what it is. If you're not a programmer, it is of not use for you :cry:
You may ask itch.io for a refund, they still hold the... |
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megamarc |
Support
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3 |
9,688 |
09-12-2021, 07:58 PM |
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Thread: yet another "can't install" problem
Post: RE: yet another "can't install" problem
| Hi,
In your project/linker properties -> additional libraries, you must add Tilengine.lib to the list.
In Windows, a .dll file is the one required at runtime to run the program, but for building a p... |
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megamarc |
Support
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5 |
14,455 |
02-04-2022, 04:38 PM |
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Thread: yet another "can't install" problem
Post: RE: yet another "can't install" problem
| Welcome! Glad to know you have it already working.
Happy coding! |
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megamarc |
Support
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5 |
14,455 |
02-05-2022, 12:48 AM |
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Thread: yet another "can't install" problem
Post: RE: yet another "can't install" problem
| Hi!
Tilengine is not compatible with Tiled's "infinite maps" and its "chunk" properties, I wrote the parser long before this feature was introduced. This causes the unhandled exception you're experie... |
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megamarc |
Support
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5 |
14,455 |
02-05-2022, 06:05 PM |
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Thread: code blocks and compile
Post: RE: code blocks and compile
| Hi!
This is a runtime error caused by mismatching 32 and 64 binaries. You have built a 32-bit executable and placed it alongside 64-bit dlls, or vice-versa. Make sure you're match the same architectu... |
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megamarc |
Support
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2 |
6,895 |
03-04-2022, 05:14 PM |
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Thread: [Suggestion] Getting the positions of a layer
Post: RE: [Suggestion] Getting the positions of a layer
| Hi!
This is a good suggestion indeed. You suggest to enable standard getters for sprite and layer position. No problem.
Right place may be on github, opening an issue there, but I pay etention h... |
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megamarc |
Support
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8 |
22,696 |
03-09-2022, 02:37 AM |
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Thread: [Suggestion] Getting the positions of a layer
Post: RE: [Suggestion] Getting the positions of a layer
| Hi!
Quite well. I would simplify it in two places:
1. Having layer width or height to 0 si not illegal, it just means the layer hasn't been yet setup. It should be returned as is, without settin... |
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megamarc |
Support
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8 |
22,696 |
04-12-2022, 12:47 AM |
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Thread: Multiple Sprite Sheets?
Post: RE: Multiple Sprite Sheets?
| Hi,
You can have as many spritesets as you want, just remember to call TLN_SetSpriteSet() (http://www.tilengine.org/doc/group__sprite.html#ga77217fa75191003ce10d64b7c2a4d8da) to select which is the a... |
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megamarc |
Support
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2 |
7,477 |
04-30-2022, 07:45 AM |
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Thread: Palette attribute per tile
Post: RE: Palette attribute per tile
| Hi again,
The renderer should know which palette to use for each tile based on the palette index bits, in the same way it knows what graphic to draw based on its tile index bits. To keep backwards ... |
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megamarc |
Support
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11 |
25,759 |
08-09-2022, 02:52 PM |
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Thread: Palette attribute per tile
Post: RE: Palette attribute per tile
| No doubt you'll have segfaults while developing features! :P I often suffer them, too, so it's normal. Unmanaged languages with direct memory access like C are very prone to trigger them during devel... |
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megamarc |
Support
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11 |
25,759 |
08-10-2022, 07:54 PM |