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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... |
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megamarc |
Support
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3 |
9,954 |
04-24-2020, 01:06 AM |
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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... |
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megamarc |
Support
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3 |
10,867 |
04-24-2020, 01:12 AM |
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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. |
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megamarc |
Support
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6 |
16,865 |
04-30-2020, 05:28 PM |
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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.... |
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megamarc |
Support
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13 |
40,285 |
04-07-2020, 06:53 AM |
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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... |
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megamarc |
Support
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6 |
16,865 |
04-30-2020, 05:50 PM |
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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 |
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megamarc |
Support
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6 |
16,865 |
04-30-2020, 06:01 PM |
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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... |
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megamarc |
Support
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10 |
31,271 |
04-13-2020, 02:59 PM |
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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... |
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megamarc |
Support
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10 |
31,271 |
04-14-2020, 03:36 AM |
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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... |
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megamarc |
Support
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10 |
31,271 |
04-14-2020, 02:45 PM |
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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.... |
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megamarc |
Support
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8 |
21,195 |
05-06-2020, 09:04 PM |
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Thread: Tiled animation plays strange
Post: RE: Tiled animation plays strange
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megamarc |
Support
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8 |
21,195 |
05-07-2020, 02:41 AM |
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Thread: Tiled animation plays strange
Post: RE: Tiled animation plays strange
| Hi again,
Could you please upload the assets that are showing this problem? |
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megamarc |
Support
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8 |
21,195 |
05-07-2020, 08:05 AM |
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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... |
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megamarc |
Support
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10 |
31,271 |
04-17-2020, 05:08 AM |
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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... |
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megamarc |
Support
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3 |
10,867 |
04-24-2020, 05:58 PM |
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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 ... |
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megamarc |
Support
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8 |
21,195 |
05-08-2020, 09:27 PM |
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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. |
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megamarc |
Support
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8 |
21,195 |
05-09-2020, 05:45 AM |
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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. |
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megamarc |
Support
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5 |
16,624 |
05-13-2020, 09:14 PM |
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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... |
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megamarc |
Support
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5 |
16,624 |
05-14-2020, 04:01 AM |
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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 |
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megamarc |
Support
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5 |
16,624 |
05-14-2020, 11:52 PM |
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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 |
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megamarc |
Support
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1 |
4,180 |
05-25-2020, 05:42 PM |