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Post Author Forum Replies [asc] Views Posted
    Thread: remove single color from tileset background
Post: RE: remove single color from tileset background

Hi, Tilesets (and spritesets) don't have a background color, palette index 0 is always transparent so you can see the layer below cut through it. All sample assets are done this way. What problem are...
megamarc Support 4 9,844 01-03-2021, 08:08 AM
    Thread: remove single color from tileset background
Post: RE: remove single color from tileset background

That magenta is a placeholder, index 0 is always transparent no matter what actual color it holds. Have you run the samples to check it? Those magenta pixels are never drawn.
megamarc Support 4 9,844 01-04-2021, 02:01 AM
    Thread: Tilengine Anim Suite
Post: RE: Tilengine Anim Suite

Hi! Good work, and thanks for your contribution! :)  Nowadays the .sqx format is only used for color cycle animation, but is kept for backwards compatibility with old code. There's a function c...
megamarc Presentations 4 9,033 05-08-2022, 04:33 PM
    Thread: Mobile development?
Post: RE: Mobile development?

Yes, me too! But unless somebody wants to contribute, it's not a priority right now...
megamarc Support 3 11,920 09-03-2017, 07:11 PM
    Thread: Mobile development?
Post: RE: Mobile development?

Hi again :) I appreciate your interest I really don't know about mobile development so I can't recommend you any libraries... I know the Android Java API provides classes to access the app framebuf...
megamarc Support 3 11,920 09-03-2017, 12:24 AM
    Thread: Sprite sheet design considerations?
Post: RE: Sprite sheet design considerations?

Tilengine is software based, so there aren't penalties about the number of sheets or set dimensions. By the way, the limitation of needing power of two textures was abandoned long time ago. OpenGL 2.0...
megamarc Support 3 11,905 09-29-2017, 07:39 AM
    Thread: Sprite sheet design considerations?
Post: RE: Sprite sheet design considerations?

AFAIK non power of two textures were introduced to prevent the waste of space and/or image rescaling associated with classic textures. But I'm not a chipset designer so I can't tell you first hand how...
megamarc Support 3 11,905 09-30-2017, 12:10 AM
    Thread: Regarding other platforms, like Linux, mobile...
Post: RE: Regarding other platforms, like Linux, mobile....

Hi Domarius, Sorry for the delay. I know about writing portable code for cross-platform development, but not much about unified cross-platfom environments. What I do with Tilengine is to write, deb...
megamarc Support 3 11,905 02-20-2018, 03:33 AM
    Thread: Regarding other platforms, like Linux, mobile...
Post: RE: Regarding other platforms, like Linux, mobile....

Of course you can release multiple platform ports of your project written in C++. The language itself is source-level cross-platform. But you have to build specific binaries for each platform with dif...
megamarc Support 3 11,905 02-24-2018, 05:49 PM
    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 10,321 06-05-2018, 03:54 AM
    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 11,841 06-09-2018, 12:29 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 10,321 06-22-2018, 07:20 AM
    Thread: Tilengine 2.0 goes LGPL full open source
Post: Tilengine 2.0 goes LGPL full open source

Tilengine is now a complete open source project. I've released the full source code under the LGPL license, that allows usage in closed source applications as well as in open source projects. I've ...
megamarc News & Announcements 3 13,303 07-05-2018, 08:26 PM
    Thread: Tilengine 2.0 goes LGPL full open source
Post: RE: Tilengine 2.0 goes LGPL full open source

Thanks man! That's the point of opening it :) I hope to make it grow and attract more people, too
megamarc News & Announcements 3 13,303 07-13-2018, 01:40 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 10,146 08-09-2018, 06:02 AM
    Thread: Feature request: Load png and mp3 from packed files
Post: RE: Feature request: Load png and mp3 from packed ...

Yes, everybody uses its own packer. I've developed one for my job many years ago with basic encryption, it's the way to go. Please notice that the loaders in tilengine (all the TLN_LoadSomething() ...
megamarc Support 3 10,307 09-04-2018, 02:54 AM
    Thread: Completed project restructure
Post: Completed project restructure

Hi folks, As I've announced some days ago in this facebook note (https://www.facebook.com/notes/tilengine/roadmap/1911427572226514/), I completed restructure of Tilengine project, due to increased ...
megamarc News & Announcements 3 10,962 10-10-2018, 09:46 PM
    Thread: Completed project restructure
Post: RE: Completed project restructure

Hi Richard, The two languages that survived are the ones I'm maintaining myself, so they aren't going to be abandonded. I've split them to have more flexibility and get rid of unsupported features....
megamarc News & Announcements 3 10,962 11-07-2018, 05:03 AM
    Thread: ejemplo sencillo
Post: RE: ejemplo sencillo

Gracias por el ejemplo :cool:  Hacer tutoriales no es sencillo, ya que se trata de una labor didáctica o educativa. Puedes tener 2 tipos de tutoriales: Serie de tutoriales sencillos incrementales...
megamarc Soporte 3 12,152 11-05-2018, 02:06 AM
    Thread: Tileset Tile Dimensions
Post: RE: Tileset Tile Dimensions

Hi Richard! You're right, the engine is built around power-of-two tile dimensions, as it uses bit shifts and masks wherever possible for improved rendering performance. I didn't considered arbitrar...
megamarc Support 3 10,384 12-20-2018, 06:51 PM