|
Search Results
|
| Post |
Author |
Forum
[asc]
|
Replies |
Views |
Posted |
| |
|
Thread: Sprite Rotation
Post: RE: Sprite Rotation
| I'm glad you enjoy the comments here :-)
Classic 2D hardware didn't allow rotation, games with pseudo rotation had some frames drawn pre-rotated between 0 and 90º, and combining them with horizonta... |
|
megamarc |
Support
|
13 |
41,715 |
05-30-2018, 06:39 AM |
| |
|
Thread: Feature request, input keys other than arrows
Post: RE: Feature request, input keys other than arrows
| TLN_DefineInputKey() is the way to assign the predefined functions to the keys you want |
|
megamarc |
Support
|
3 |
11,400 |
06-05-2018, 03:54 AM |
| |
|
Thread: Colour Cycling
Post: RE: Colour Cycling
|
PerspexSphinx Wrote: (05-06-2018, 03:33 AM)
--
I was just wondering though, why for MIX, there is just set values... MIX, MIX25, MIX50 & MIX75, why can’t one just enter any amount of MIX like MIX15 o... |
|
megamarc |
Support
|
15 |
48,708 |
05-07-2018, 10:50 PM |
| |
|
Thread: Pixel modifications
Post: RE: Pixel modifications
| Hi Domarius!
In its current form, Tilengine is not suitable for bitmap-based backgrounds like worms. You may do it, but in an awkward and non-intuitive manner (just as it would have been in classic... |
|
megamarc |
Support
|
18 |
60,366 |
05-14-2018, 02:27 AM |
| |
|
Thread: Sprite Rotation
Post: RE: Sprite Rotation
| Hi Daniel,
Tilengine reads the FLIP_X and FLIP_Y flags from Tiled editor to do horizontal and/or vertical flipping of tiles and sprites. Tiled later added the ROTATION flag that swaps x/y axis. Com... |
|
megamarc |
Support
|
13 |
41,715 |
05-18-2018, 05:37 PM |
| |
|
Thread: Colour Cycling
Post: RE: Colour Cycling
| Tilengine uses a virtual input scheme that simulates the setup of an arcade or console game: 4 directions and 6 action buttons. You can assign keys with Window.define_input_key() (http://www.tilengine... |
|
megamarc |
Support
|
15 |
48,708 |
05-21-2018, 07:18 AM |
| |
|
Thread: Sprite Collision With Map Tiles
Post: RE: Sprite Collision With Map Tiles
| Hi Daniel!
You're on the right way. There's no built-in mechanism to do sprite vs playfield collision detection, but there are some helper functions to aid you. The usual way is to define some "hot... |
|
megamarc |
Support
|
1 |
6,722 |
06-22-2018, 06:46 AM |
| |
|
Thread: Interpolation on CWF_S2
Post: RE: Interpolation on CWF_S2
| There's no way at this moment, but a forum member told that too. This could be a nice feature, may you open a Feature Request in GitHub? It's difficult to keep track of new requests and GitHub is a go... |
|
megamarc |
Support
|
1 |
6,603 |
06-22-2018, 06:51 AM |
| |
|
Thread: Feature request, input keys other than arrows
Post: RE: Feature request, input keys other than arrows
| Some keys such as Escape an Backspace are predefined. The windowing subsystem was implemented to provide a simple environment for testing because Tilengine is just a rendering library. If you need mor... |
|
megamarc |
Support
|
3 |
11,400 |
06-22-2018, 07:20 AM |
| |
|
Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
| Hi Daniel!
How're you doing? Are you progressing in your game development? Have you managed to write an importer for your custom tilemap format to tilengine?
Regards |
|
megamarc |
Support
|
22 |
74,902 |
06-24-2018, 03:52 PM |
| |
|
Thread: Sprite Rotation
Post: RE: Sprite Rotation
| Hi Domarius,
I checked the level 2 rotating Contra 3 boss, and it's tricky! The white paint road lines create a illusion of two independent rotation planes, something that the SNES definitely couldn'... |
|
megamarc |
Support
|
13 |
41,715 |
06-24-2018, 04:10 PM |
| |
|
Thread: Sprite Rotation
Post: RE: Sprite Rotation
| Of course! Don't expect any kind of anti-aliasing, just the good-old blocky pixels. This is not an intended feature, just a side effect of how real 2D tiled hardware works.
In fact only few high-en... |
|
megamarc |
Support
|
13 |
41,715 |
05-28-2018, 01:09 AM |
| |
|
Thread: Pixel modifications
Post: RE: Pixel modifications
|
Domarius Wrote: (05-27-2018, 07:37 AM)
--
I noticed in the commit logs it rejects anything higher than 8 bits per pixel - away with that full colour garbage! We don't like their kind around here, heh... |
|
megamarc |
Support
|
18 |
60,366 |
05-30-2018, 03:57 AM |
| |
|
Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
| Yes, I've upgraded input in two phases: first implementing multiple players, configurable key bindings and more inputs. And recently I've opened a link to get direct SDL events, for maximum flexibilit... |
|
megamarc |
Support
|
22 |
74,902 |
05-30-2018, 06:30 AM |
| |
|
Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
| Tilengine is a rendering system, so it shouldn't get in the way (architecture-wise) if you try to port an old game. What can be problematic is wether the graphical features used in your old graphics l... |
|
megamarc |
Support
|
22 |
74,902 |
06-02-2018, 01:10 AM |
| |
|
Thread: Colour Cycling
Post: RE: Colour Cycling
| Yes, that's something that I should do soon!
However I have to figure out how to implement the last change without forcing users to install PySDL2 if they don't want to use the SDL event callback. ... |
|
megamarc |
Support
|
15 |
48,708 |
06-02-2018, 01:19 AM |
| |
|
Thread: Sprite Rotation
Post: RE: Sprite Rotation
| Yes, those developers were really skilled and clever people. We're used today to high-level languages with much abstraction, and source code editors with advanced navigation tools. But all those prog... |
|
megamarc |
Support
|
13 |
41,715 |
06-27-2018, 03:28 PM |
| |
|
Thread: Text in Tilengine
Post: RE: Text in Tilengine
|
JaumeAlcazo Wrote: (06-08-2018, 05:48 PM)
--
Which is the best library to render text in SDL/Tilengine?
I would like to use "\n", ttf fonts, bitmap fonts, different colors, etc...
--
Tilengine doe... |
|
megamarc |
Support
|
3 |
13,271 |
06-09-2018, 12:29 AM |
| |
|
Thread: Pixel modifications
Post: RE: Pixel modifications
| Thanks for the screenshots!
Is the Pico-8 16-color palette fixed or programmable? (i.e. you can choose what 16 colors compose your palette).
Although many classic systems implemented fixed palettes,... |
|
megamarc |
Support
|
18 |
60,366 |
06-24-2018, 04:39 PM |
| |
|
Thread: Tilengine Production Readiness
Post: RE: Tilengine Production Readiness
| Hi Daniel,
Saying that the built-in window is not meant for production, I don't mean that it's buggy or unreliable, I just mean that it may have a limited set of features compared to other environm... |
|
megamarc |
Support
|
1 |
6,917 |
06-27-2018, 04:13 PM |