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Thread: Tilengine vs shaders
Post: RE: Tilengine vs shaders
Hi!
Building a native version of Tilengine for the Switch should be easy, as Nintendo offers C/C++ in their SDK. Current tilengine license (MPL 2.0) allows linking statically or even using source m... |
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megamarc |
Game development topics
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6 |
13,266 |
08-07-2021, 06:26 PM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
Hi Jaume,
May I help? I know the engine and you already have a sample of my work :) Send me a private message in case you're interested. I have experience. |
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megamarc |
Game development topics
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59 |
129,774 |
02-23-2022, 04:20 AM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
Hi Jaume!
How are you doing with Morgana? Just a few days ago I was showing your game to a friend that is a professional game developer, he was impressed by the audiovisual presentation and the gam... |
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megamarc |
Game development topics
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59 |
129,774 |
10-05-2021, 02:20 AM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
Hi, and what a long post!
You don't have to justify the pace of work on your project. I understand that it is a personal initiative that must find space between job, family, emotional state and oth... |
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megamarc |
Game development topics
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59 |
129,774 |
10-09-2021, 03:00 AM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
Another topic, the flipping card effect:
First, gameplay video looks cool! The "selected card FX" animated rainbow effect fom pixel effects is a sequence of frames, or a realtime palette animation?... |
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megamarc |
Game development topics
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59 |
129,774 |
10-26-2021, 04:16 AM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
Next topic, sprite index and drawing order:
Don't rely on sprite indexes to get them drawn in specific order, instead use "TLN_SetNextSprite()" to fit to your needs.
The implementation of TLN_Ge... |
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megamarc |
Game development topics
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59 |
129,774 |
10-26-2021, 06:01 AM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
Hi Jaume!
How are you doing?
The "temp.png" animation you use for outlines can't be done with color cycling. Pixel coverage changes between frames. Color cycling only allows changing a given col... |
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megamarc |
Game development topics
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59 |
129,774 |
12-07-2021, 02:29 AM |
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Thread: How to limit a line scroll to a certain part of the world?
Post: RE: How to limit a line scroll to a certain part o...
Hi!
Cool effectyou did with the grass.
Solving the issue is easy. You just have to compensate for the y offset. For example, if you scroll the world 10 pixels positive -so the layer moves upwards fr... |
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megamarc |
Game development topics
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1 |
4,039 |
12-24-2021, 06:04 PM |
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Thread: External rendering SDL2
Post: RE: External rendering SDL2
Happy new year!
How are you doing?
Without having the full source code of your attempt I can only guess, as I'm not expert on the quirks of C++. But there's a thing it doesn't smell well for me: the... |
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megamarc |
Game development topics
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3 |
7,757 |
01-04-2022, 01:32 AM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
Hi Jaume!
I'm glad to hear from you, cheer up with the confinement, I hope it passes soon and you are all well. For my part I can't complain, thank you :)
I see that the progress of the game is a... |
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megamarc |
Game development topics
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59 |
129,774 |
02-11-2022, 04:22 AM |
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Thread: Slotted Palettes test and the PAL64 palette format
Post: RE: Slotted Palettes test and the PAL64 palette fo...
Hi!
Seems you've been busy playing with the palettes :-) thanks for sharing a video showing the process and result. May I upload it to Tilengine youtube channel with proper attribution to you?
I... |
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megamarc |
Game development topics
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8 |
11,642 |
11-11-2022, 05:33 PM |
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Thread: Slotted Palettes test and the PAL64 palette format
Post: RE: Slotted Palettes test and the PAL64 palette fo...
Hi!
Thanks for permission to use your video :-) How may I credit you?Link to GitHub account, username...?
Thanks for clarifications about palette format and motivations for NES palette. I agree... |
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megamarc |
Game development topics
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8 |
11,642 |
11-11-2022, 09:38 PM |
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Thread: Slotted Palettes test and the PAL64 palette format
Post: RE: Slotted Palettes test and the PAL64 palette fo...
Hi!
Reading byte by byte is not a problem, as you can read a byte on any boundary. Just personal experience, some years ago I wrote a FAT filesystem driver for an embedded device that was a bit of ... |
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megamarc |
Game development topics
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8 |
11,642 |
11-12-2022, 01:43 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 |
2,979 |
01-29-2023, 03:36 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...
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 |
15,687 |
04-21-2023, 08:47 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...
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 |
15,687 |
04-21-2023, 09:43 PM |
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Thread: Animated isometric maps in Tilengine
Post: RE: Animated isometric maps in Tilengine
Hi!
Thanks for sharing your work, very interesting tool!
Tilengine doesn't support diamond tiles because standard 2D chipsets don't support it, either. Classic isometric games running on console... |
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megamarc |
Game development topics
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1 |
2,276 |
05-30-2023, 02:09 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...
Hi!
I see, you're displaying a direct color 16 bpp image (at least). For doing this, Tilengine doesn't have anything special to offer. As you're not using any feature like raster effects, layer com... |
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megamarc |
Game development topics
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13 |
15,687 |
06-17-2023, 02:06 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...
I agree, that's a very creative use, would be nice to see sample implementation |
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megamarc |
Game development topics
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13 |
15,687 |
06-18-2023, 03:09 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...
System64 Wrote: (04-21-2023, 09:52 PM)
--
I love demoscene effects, they look pretty cool!
I already ran Bad Apple on Tilengine, will post a video later... And maybe I can run something crazier on... |
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megamarc |
Game development topics
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13 |
15,687 |
06-10-2023, 04:50 PM |