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    Thread: Lerp and int/float conversions
Post: RE: Lerp and int/float conversions

This sample function in the wiki: Code: -- float lerp(float v0, float v1, float t) {  return v0 + t * (v1 - v0); } -- Is the simplified one, it only works if the independent variable t ran...
megamarc Support 11 35,328 07-19-2018, 03:58 PM
    Thread: TLN_SetRenderTarget parameter
Post: RE: TLN_SetRenderTarget parameter

No problem looking at your code :) it's more efficient if I can review your code when you get stuck at some point, instead of trying to guess you alone where's the problem. Tilengine is not thoroughly...
megamarc Support 9 27,593 07-21-2018, 03:56 PM
    Thread: Best place to host Tilengine tutorials
Post: RE: Best place to host Tilengine tutorials

I've done a quick watch of your videos: The "long" Inform7 tutorial has very clear voice and presentation, from technical point of view it's oustanding and the way to go The linux mint one suffers...
megamarc Support 6 20,256 07-24-2018, 01:51 AM
    Thread: Pixel modifications
Post: RE: Pixel modifications

I agree :) these games demand patience and dedication, they may sound short in duration compared to modern games (you can end them in less than an hour straight), but demand many hours to learn and ma...
megamarc Support 18 60,366 07-14-2018, 01:07 AM
    Thread: TLN_SetRenderTarget parameter
Post: RE: TLN_SetRenderTarget parameter

Yeah, this one should be normalized... in C, a void* pointer means "anything goes" (an opaque type thing), but in C++ it must be explicitly cast or an error is thrown. The actual internal format of...
megamarc Support 9 27,593 07-18-2018, 03:15 AM
    Thread: TLN_SetRenderTarget parameter
Post: RE: TLN_SetRenderTarget parameter

Hi! Two issues here: You've commented out TLN_Init(). The error comes from there. You can wipe out all the framebuffer thing because you are providing one, but not the TLN_Init(). It's also missing t...
megamarc Support 9 27,593 07-18-2018, 03:33 PM
    Thread: Best place to host Tilengine tutorials
Post: RE: Best place to host Tilengine tutorials

Hi, I think tutorials should be a different subject than the main documentation. Main docs should be a comprehensive reference of all features, a kind of user's manual. Tutorials are a collection o...
megamarc Support 6 20,256 07-21-2018, 04:21 AM
    Thread: Best place to host Tilengine tutorials
Post: RE: Best place to host Tilengine tutorials

So agreed upon markdown :) Where to host: being your own work, I think it would be nice that you were able to publish them directly. For me it's not any problem that you submit them to me and I pub...
megamarc Support 6 20,256 07-21-2018, 04:16 PM
    Thread: TLN_SetRenderTarget parameter
Post: RE: TLN_SetRenderTarget parameter

Thanks man, you're very welcome to help spread the word and make it more well known and understood.
megamarc Support 9 27,593 07-24-2018, 01:52 AM
    Thread: Lerp and int/float conversions
Post: RE: Lerp and int/float conversions

Math for raster effects couldn't be complex back in the day, many effects are based on precalculated fixed-point trigonometric and delta tables that are reused as much as possible. Some examples ex...
megamarc Support 11 35,328 07-24-2018, 02:02 AM
    Thread: OSError[126]?
Post: RE: OSError[126]?

Hello and welcome Sam :) I see you've downloaded Windows binaries. Windows is picky in the sense that it doesn't provide a standard folder to put shared components, so it's up to the end user to ma...
megamarc Support 2 9,789 07-27-2018, 02:23 AM
    Thread: TLN_SetRenderTarget parameter
Post: RE: TLN_SetRenderTarget parameter

Hi again, I've found some issues in your sample, I've fixed them and here you have a working one At startup: two sets of resolutions used: 400x240 for tilengine and 320x240 for the SDL backbuffer...
megamarc Support 9 27,593 07-19-2018, 03:44 PM
    Thread: Lerp and int/float conversions
Post: RE: Lerp and int/float conversions

I haven't checked the "Retro Game Mechanics Explained" channel you recommended until today. Awesome! It has great subjects and presentation. I knew about some of the subjects exposed, but not about th...
megamarc Support 11 35,328 08-07-2018, 06:39 AM
    Thread: Tilengine doesn't like certain PNGs?
Post: RE: Tilengine doesn't like certain PNGs?

Greysonstorm is right, your png is 24-bit true color, whereas Tilengine accepts only 8-bit indexed color pngs. It's great that you provided the related assets, this way it's very easy to find the mist...
megamarc Support 3 11,273 08-09-2018, 06:02 AM
    Thread: Lerp and int/float conversions
Post: RE: Lerp and int/float conversions

I guess they use some kind of video editor, the GameHut guy does lots of animations too. It may be a good idea to ask them what tools do they use to produce the clips.
megamarc Support 11 35,328 08-09-2018, 06:30 AM
    Thread: Dynamic circle effect from Contra 3 / Probotector
Post: RE: Dynamic circle effect from Contra 3 / Probotec...

For the first effect, the pulsating small shield, I would use a sprite with a perfect circle at fixed resolution and a single color, and then use a raster effect to change the palette value of that co...
megamarc Support 10 17,491 08-09-2018, 06:26 AM
    Thread: Would adapting the C# bindings constitute as a violation of the LGPL?
Post: RE: Would adapting the C# bindings constitute as a...

Hi! I'm glad you're pleased by the move and that you're already working with it. You don't have to worry about the licensing concern: Your binding for the volt language is not a derivative work, b...
megamarc Support 2 10,649 08-09-2018, 04:40 PM
    Thread: Dynamic circle effect from Contra 3 / Probotector
Post: RE: Dynamic circle effect from Contra 3 / Probotec...

greysonstorm Wrote: (08-09-2018, 06:52 AM) -- decal splatting techniques would be the way to go... -- That's true for modern graphic engines and would be the way to go. But I think that Domarius is...
megamarc Support 10 17,491 08-09-2018, 04:53 PM
    Thread: Help Getting Started
Post: RE: Help Getting Started

Hi, The "samples/c" folder has a Tilengine.sln solution file and many ".vcproj" files. Just open the .sln file as usual with any other Visual Studio projects. They're for an older version, when you o...
megamarc Support 4 13,714 08-18-2018, 04:55 PM
    Thread: Dynamic circle effect from Contra 3 / Probotector
Post: RE: Dynamic circle effect from Contra 3 / Probotec...

Thanks for the detailed information @RexyDallas! I knew about the basics of transparency in the SNES, it's the same cocept used in Tilengine: the BLEND_ADD, BLEND_MIX and BLEND_SUB modes have the s...
megamarc Support 10 17,491 08-20-2018, 01:45 AM