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    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