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    Thread: Sequence for color cycling
Post: RE: Sequence for color cycling

Classic 2D chipsets couldn't fit the entire map of a level in video RAM, but only a small portion, a little bigger than the screen. Game code had to copy or "stream" tiles on the fly from the full lev...
megamarc Support 3 9,954 04-24-2020, 01:06 AM
    Thread: Per-pixel sprite vs tilemap collision
Post: RE: Per-pixel sprite vs tilemap collision

Sorry, I don't understand the question. There's no such thing as sprite vs tilemap collision. You use TLN_GetLayerTile() to gather information about the playfield around specific locations, and take c...
megamarc Support 3 10,867 04-24-2020, 01:12 AM
    Thread: No longer free to download from itch.io?
Post: RE: No longer free to download from itch.io?

I've put a small fee on itch.io prebuilt binaries, but you can clone sources from github and build it yourself as always.
megamarc Support 6 16,865 04-30-2020, 05:28 PM
    Thread: Tilengine step-by-step?
Post: RE: Tilengine step-by-step?

Hello Aerosol, thanks for your interest. Documentation is lacking, I admit it. The API reference is complete and up-to-date, but the "by chapter" manual is half finished, there is only one part done....
megamarc Support 13 40,285 04-07-2020, 06:53 AM
    Thread: No longer free to download from itch.io?
Post: RE: No longer free to download from itch.io?

Hi! In windows, external dependencies of SDL2 and libpng must be provided separately inside /src/libpng and /src/sdl subfolders (or any place of your choice adjusting the visual studio project incl...
megamarc Support 6 16,865 04-30-2020, 05:50 PM
    Thread: No longer free to download from itch.io?
Post: RE: No longer free to download from itch.io?

Thanks for your kind support! Donations like yours help keep hosting and domain name costs, that are not free for me. I don't forget de main guide, don't worry
megamarc Support 6 16,865 04-30-2020, 06:01 PM
    Thread: Collision with Tilemap Layer
Post: RE: Collision with Tilemap Layer

A boolean "Collidable" would be impractical, as there are many types of collisions: is the block solid walkable floor? One-way platform? A ladder?  Sliding slope? Dangerous spikes? All of them are col...
megamarc Support 10 31,271 04-13-2020, 02:59 PM
    Thread: Collision with Tilemap Layer
Post: RE: Collision with Tilemap Layer

Hi, You're experiencing two unrelated problems: 1. Seems that TLN_GetTileInfo() is not correctly protected against passing negative values as world coordinates, that's why sometimes "segfaults" wh...
megamarc Support 10 31,271 04-14-2020, 03:36 AM
    Thread: Collision with Tilemap Layer
Post: RE: Collision with Tilemap Layer

That's because you're just checking collision in a single point in your character, that is not representative of its shape. To properly manage it, you should work with an array of collision points aro...
megamarc Support 10 31,271 04-14-2020, 02:45 PM
    Thread: Tiled animation plays strange
Post: RE: Tiled animation plays strange

Hi I think this is due to a limitation present prior to current release 2.8.0: an animated tile couldn't have one of the frames being the tile itself, because that frame was overwritten and get lost....
megamarc Support 8 21,195 05-06-2020, 09:04 PM
    Thread: Tiled animation plays strange
Post: RE: Tiled animation plays strange

Thanks for the feedback!
megamarc Support 8 21,195 05-07-2020, 02:41 AM
    Thread: Tiled animation plays strange
Post: RE: Tiled animation plays strange

Hi again, Could you please upload the assets that are showing this problem?
megamarc Support 8 21,195 05-07-2020, 08:05 AM
    Thread: Collision with Tilemap Layer
Post: RE: Collision with Tilemap Layer

Some general advices: when the intention of a function is to return a true/false value, define it as bool and return an explicit expression that evaluates to bool. test_direction() and detect_collis...
megamarc Support 10 31,271 04-17-2020, 05:08 AM
    Thread: Per-pixel sprite vs tilemap collision
Post: RE: Per-pixel sprite vs tilemap collision

The x and y parameters must be of one of the collision points of the game entity in world space, not in screen space. The number and distribution of collision points depends on gameplay design, it's n...
megamarc Support 3 10,867 04-24-2020, 05:58 PM
  Bug Thread: Tiled animation plays strange
Post: RE: Tiled animation plays strange

Yes you're right. It seems that the animation in one layer (background) is being applied in another one (foreground). I'll debug this and publish a fix as soon as I can. Thanks for pointing out this ...
megamarc Support 8 21,195 05-08-2020, 09:27 PM
  Thumbs Up Thread: Tiled animation plays strange
Post: RE: Tiled animation plays strange

Fixed. I pushed update 2.8.1 to GitHub with the fix. Here you can see an animated gif on how should look now your sample, both layers are showing correct animated tiles.
megamarc Support 8 21,195 05-09-2020, 05:45 AM
    Thread: Remove tile from tilemap
Post: RE: Remove tile from tilemap

Are you using the same assets you posted some days ago? It's not needed to reconfigure layer with TLN_SetLayer() once you modify the tilemap with TLN_SetTilemapTile(), they're already linked.
megamarc Support 5 16,624 05-13-2020, 09:14 PM
    Thread: Remove tile from tilemap
Post: RE: Remove tile from tilemap

Are you passing the correct row and column? The following code works for me, when I press input 1, it removes the first ring: Code: --     while (TLN_ProcessWindow()) {         if (TLN_GetInput...
megamarc Support 5 16,624 05-14-2020, 04:01 AM
  Thumbs Up Thread: Remove tile from tilemap
Post: RE: Remove tile from tilemap

Welcome! I understand the confusion, it seems more intuitive to delete a tile passing just NULL instead of a valid pointer with index 0, right? I'll add this behavior in next update
megamarc Support 5 16,624 05-14-2020, 11:52 PM
    Thread: Invalid object address is (nil)
Post: RE: Invalid object address is (nil)

I don't know without giving proper information: tilengine version, error messages and source code causing the errors
megamarc Support 1 4,180 05-25-2020, 05:42 PM