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Post Author Forum [asc] Replies Views Posted
    Thread: i cant install title engine
Post: RE: i cant install title engine

You are right, proper documentation covering every feature, with little examples, in a well organized format is a must, and it's lacking right now. But I'm actually writing it, starting with the origi...
megamarc Support 12 45,462 09-04-2017, 03:54 PM
    Thread: "Unable to load DLL 'Tilengine'
Post: RE: "Unable to load DLL 'Tilengine'

Hi, I updated the C# sample project some days ago, both in GitHub and itch.io downloads, and started publishing documentation. I posted a thread about it. Did you see the changes?
megamarc Support 7 23,830 09-09-2017, 01:16 AM
    Thread: Stand alone SuperMario clone example not working?
Post: RE: Stand alone SuperMario clone example not worki...

I've upgraded GitHub project. Now it's based in oloder VS 2005, that can be upgraded to whatever newer version people installs. It doesn't have missing dependencies anymore. After download, just copy ...
megamarc Support 8 27,097 09-10-2017, 05:50 PM
    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 ...
megamarc Support 18 62,084 09-29-2017, 07:20 AM
    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...
megamarc Support 3 13,443 09-29-2017, 07:39 AM
    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...
megamarc Support 18 62,084 09-30-2017, 12:01 AM
    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...
megamarc Support 3 13,443 09-30-2017, 12:10 AM
    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 ...
megamarc Support 8 27,807 11-23-2017, 09:03 AM
    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...
megamarc Support 8 27,807 12-04-2017, 08:44 AM
    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 ...
megamarc Support 8 27,807 12-04-2017, 10:19 PM
    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...
megamarc Support 8 27,807 12-15-2017, 04:47 AM
    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?
megamarc Support 22 77,158 12-21-2017, 12:05 AM
    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) -- 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...
megamarc Support 22 77,158 02-28-2018, 01:25 AM
    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) -- Hi, I got a sprite Colour ...
megamarc Support 15 50,028 04-28-2018, 11:37 PM
    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...
megamarc Support 3 13,633 02-20-2018, 03:33 AM
    Thread: Pixel modifications
Post: RE: Pixel modifications

Domarius Wrote: (05-21-2018, 04:28 PM) -- 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...
megamarc Support 18 62,084 05-21-2018, 05:58 PM
    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...
megamarc Support 3 13,633 02-24-2018, 05:49 PM
    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...
megamarc Support 15 50,028 04-19-2018, 03:51 AM
    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...
megamarc Support 15 50,028 04-30-2018, 04:06 PM
    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 :)
megamarc Support 1 6,934 05-30-2018, 03:58 AM