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    Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?

Hi! Glad to know you're in contact with the developer. The fields I'm interested on are those encoded in base64: Tilemap.Grid Tileset.Buffer Tileset.Buffer_Streamed Yes this editor only suppo...
megamarc Support 32 68,411 11-07-2022, 07:57 AM
    Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?

Hi, Thanks for the info! I'll take a look. zlib + base64 is a common scheme to encode binary data inside text files. It's the same format used in Tiled editor, that Tilengine already handles. Th...
megamarc Support 32 68,411 11-08-2022, 04:44 PM
    Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?

Hi, I've just pushed release 2.13 o GitHub that implements per-tile palette like in classic 2D chipsets. Up to 8 global palettes can be set with TLN_SetGlobalPalette(). Tile palette index is set in...
megamarc Support 32 68,411 11-03-2022, 03:35 AM
    Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?

Hi! Glad you like this new feature :-) Unfortunately Tiled editor doesn't allow setting custom properties on individual tilemap cells, only on tileset tiles. The only way to set palette bits on ...
megamarc Support 32 68,411 11-03-2022, 04:44 PM
    Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?

Hi, This kind of proposed functionality should be implemented in the application -game- domain, not inside the engine. It's not a bad idea, but it's kind of a "hack" too, to overcome a limitation o...
megamarc Support 32 68,411 11-03-2022, 10:22 PM
    Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?

Hi again! Having a tool that isn't open source isn't a problem per se -at least for me- as long as it does what is expected to do. The problem is that the 16t format is undocumented. Yes it's a s...
megamarc Support 32 68,411 11-04-2022, 12:32 AM
    Thread: [Issue?] Two tilesets, one palette?
Post: RE: [Issue?] Two tilesets, one palette?

Hi! I hadn't time to work in it yet, but I'll tell you if I encounter some issue. Thanks for the interest!
megamarc Support 32 68,411 11-12-2022, 10:11 PM
    Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)

Hi! Tilengine clips all sprites so they don't get draw outside of the viewport. Yo can simulate sprite warping from the application level by using two sprites, one on each side of the screen where ...
megamarc Support 10 22,342 11-16-2022, 12:36 AM
    Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)

I see, good examples. For warping effect I'd use two sprites, one on each side of the viewport, each one being clipped on its own side. I guess that's what original SMB3 did. I'd keep both sprites syn...
megamarc Support 10 22,342 11-16-2022, 07:14 AM
    Thread: Sprite warping (or wraping?)
Post: RE: Sprite warping (or wraping?)

Hi, I've done a quick warping mockup, here's the source code, just place in "samples" directoy and treat it as a regular sample
megamarc Support 10 22,342 11-16-2022, 08:25 AM
    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...
megamarc Support 10 22,342 11-16-2022, 08:34 AM
    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...
megamarc Support 10 22,342 11-17-2022, 03:00 AM
    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...
megamarc Support 14 29,442 12-31-2022, 08:28 PM
    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...
megamarc Support 14 29,442 01-15-2023, 04:09 AM
    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...
megamarc Support 14 29,442 01-16-2023, 03:59 AM
    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 ...
megamarc Support 10 22,342 11-23-2022, 08:01 PM
    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...
megamarc Support 1 4,875 12-02-2022, 06:36 PM
    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...
megamarc Support 14 29,442 01-11-2023, 12:52 AM
    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...
megamarc Support 14 29,442 01-14-2023, 04:54 PM
    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...
megamarc Support 8 17,629 02-11-2023, 01:10 AM