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    Thread: Tilengine as libretro core with LUA games
Post: RE: Tilengine as libretro core with LUA games

Raster effects already implemented. Added LUA_SetFrameCallback() and LUA_SetRasterCallback() functions to be called from the lua script.
megamarc News & Announcements 4 14,356 12-05-2019, 08:20 PM
    Thread: Load a sprite once and display it multiple times in window?
Post: RE: Load a sprite once and display it multiple tim...

This limitation is because of any limitation in hardware. In 2D chipsets, each sprite and background layer is implemented in a chunk of silicon, and mapped to fixed memory positions. So their number i...
megamarc Support 4 12,203 11-12-2019, 07:42 AM
    Thread: Into Space, a game I have been working on
Post: RE: Into Space, a game I have been working on

Congratulations for your work! I hope that it has good progress. What kind of game you're attempting? There was a LUA binding for Tilengine, provided by a contributor named Terrence Young. I had to...
megamarc Presentations 4 15,065 11-27-2019, 11:41 PM
    Thread: Into Space, a game I have been working on
Post: RE: Into Space, a game I have been working on

Thanks for sharing your work! I understand your approach: you write a game engine  in top of Tilengine in C++, and script your engine from LUA, right? This model would fit very well with the idea of i...
megamarc Presentations 4 15,065 11-29-2019, 08:42 PM
    Thread: Tilengine as libretro core with LUA games
Post: Tilengine as libretro core with LUA games

I'm working on an experimental version of tilengine. It's a libretro core with loadable games written in lua. Libretro cores are plugins that can be run inside Retroarch emulation environment, which p...
megamarc News & Announcements 4 14,356 12-05-2019, 12:12 AM
    Thread: Tilengine as libretro core with LUA games
Post: RE: Tilengine as libretro core with LUA games

Yes I was thinking about how to integrate tilengine as a libretro core for some time but I didn't know how to handle loadable games. The conversation about lua gave me the missing piece :) The integr...
megamarc News & Announcements 4 14,356 12-16-2019, 06:52 PM
    Thread: nuevas caracteristicas de la version 2.4
Post: RE: nuevas caracteristicas de la version 2.4

Sí, la versión 2.4 traía mejoras interesantes como las capas de objetos, el enlazado de capas, i la creación de secuencias a partir de spritesets. Pero eso está en la bibliotea principal en C, el bind...
megamarc Soporte 4 13,757 03-24-2020, 08:11 AM
  Thumbs Up Thread: nuevas caracteristicas de la version 2.4
Post: RE: nuevas caracteristicas de la version 2.4

Así se hará!
megamarc Soporte 4 13,757 03-26-2020, 02:37 AM
    Thread: como crear un sistema para manejar niveles
Post: RE: como crear un sistema para manejar niveles

Buenas! Te lo adjunto funcionando, he puesto algunos comentarios en el código donde he cambiado. Así por encima: "hero" y "fondos" deben ser accesibles globalmente, ya que luego te interesa borra...
megamarc Soporte 4 12,777 03-29-2020, 05:04 AM
    Thread: como crear un sistema para manejar niveles
Post: RE: como crear un sistema para manejar niveles

Hola! De nada por la ayuda, para esto está el foro  :) La carga de niveles no te funciona  desde una subcarpeta haciendo "xxx.fromfile("carpeta/archivo") porque el tmx a su vez carga un png, pe...
megamarc Soporte 4 12,777 03-30-2020, 12:23 AM
    Thread: camara y colision con un mapa
Post: RE: camara y colision con un mapa

Hola, Ya ibas bien encaminado, pero hay algo que parece ser un poco confuso por la forma en que está hecho el wrapper python. Puedes obtener información de un tile en el ámbito del Tilemap o de ...
megamarc Soporte 4 12,389 04-03-2020, 04:35 PM
    Thread: camara y colision con un mapa
Post: RE: camara y colision con un mapa

A grandes rasgos puedes basarte en el proyecto de ejemplo https://github.com/megamarc/TilenginePythonPlatformer (https://github.com/megamarc/TilenginePythonPlatformer). La idea es que tu gameplay u...
megamarc Soporte 4 12,389 04-03-2020, 09:16 PM
    Thread: Release 2.6.0 - loads .json and 24/32 bpp images
Post: RE: Release 2.6.0 - loads .json and 24/32 bpp imag...

Thanks! I hope this improvements make it easier to use Tilengine with standard editing tools, and cause less confusion.
megamarc News & Announcements 4 13,689 04-24-2020, 12:53 AM
    Thread: Release 2.6.0 - loads .json and 24/32 bpp images
Post: RE: Release 2.6.0 - loads .json and 24/32 bpp imag...

Daniel H. Wrote: (04-27-2020, 05:56 PM) -- Really happy to see support for 24/32 bpp images! Keep up the good work Marc! -- Thanks for your feedback! Now it's much easier to work with standard pi...
megamarc News & Announcements 4 13,689 04-27-2020, 06:39 PM
    Thread: Release 2.6.0 - loads .json and 24/32 bpp images
Post: Release 2.6.0 - loads .json and 24/32 bpp images

Enhanced asset loader compatibility This release features two major improvements to supported assets: Loads standard .json array format for spritesheets. This format is exported by major pixel ar...
megamarc News & Announcements 4 13,689 04-22-2020, 06:42 PM
    Thread: Sprite/Tile YSort effect and Camera Movement
Post: RE: Sprite/Tile YSort effect and Camera Movement

Hi! I've moved this question to "Game development topics" because its topic is more about gameplay implementation than tilengine specific. What you're attempting is not the easiest of gameplay mec...
megamarc Game development topics 4 13,910 05-07-2020, 02:25 AM
    Thread: Sprite/Tile YSort effect and Camera Movement
Post: RE: Sprite/Tile YSort effect and Camera Movement

Hi! Finally had time to check your post. Your "city.tmx" map doesn't contain any square object, is that right? I've checked that Tilengine since release 2.5.0  can directly load "Rectangle" object t...
megamarc Game development topics 4 13,910 05-09-2020, 06:30 PM
    Thread: Sprite/Tile YSort effect and Camera Movement
Post: RE: Sprite/Tile YSort effect and Camera Movement

Hi again! You may be interested on update 2.8.2, that enhances tmx compatibility loading. Check post here: http://www.tilengine.org/forum/showthread.php?tid=573&pid=1411#pid1411
megamarc Game development topics 4 13,910 05-09-2020, 09:13 PM
    Thread: I'm unable to get the samples to work.
Post: RE: I'm unable to get the samples to work.

Hi, It looks like a tool/architecture mismatch. mingw32 you're using doesn't support x64 architecture, only x86. There's mingw64, but I can't give support on this tool because I don't use it. You ...
megamarc Support 4 11,827 10-31-2020, 05:02 AM
    Thread: I'm unable to get the samples to work.
Post: RE: I'm unable to get the samples to work.

Please post here what do you type and what output you get, to determine what's going on. You cannot run test.c, you must first build it (compile + link), what you run is the resulting test.exe
megamarc Support 4 11,827 11-01-2020, 04:46 AM