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Thread: Tileset Tile Dimensions
Post: RE: Tileset Tile Dimensions
Hi again, thanks for the explanation, it helps to understand.
Most of classic games used a monospaced font where each glyph used the same number of tiles. Then it's super easy to render text, just ... |
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megamarc |
Support
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3 |
10,122 |
12-21-2018, 08:18 AM |
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Thread: CsTilengine: problema con usar tilemap propios
Post: RE: CsTilengine: problema con usar tilemap propios
Hola David!
Para poder ver el problema necesitaría que colgaras aquí tus assets y el código fuente que intenta visualizarlos, ya que sin verlos no puedo saber la causa del problema.
En cuanto al t... |
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megamarc |
Soporte
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3 |
9,802 |
06-20-2019, 02:41 AM |
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Thread: No CRT Effect When Used with SDL2?
Post: RE: No CRT Effect When Used with SDL2?
Of course, you can adapt it to your own needs. The source files that cointain everything related to the CRT effect are Window.c (https://github.com/megamarc/Tilengine/blob/master/src/Window.c) and Gau... |
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megamarc |
Support
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3 |
9,757 |
10-28-2019, 06:17 PM |
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Thread: CsTilengine: problema con usar tilemap propios
Post: RE: CsTilengine: problema con usar tilemap propios
Pues no sé que debía pasar con la versión anterior que te daba problemas, el cargador de tmx/tsx lo escribí en 2014 sobre la versión 0.10 creo que era. Quizás desd eentoces haya añadido algo al cargad... |
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megamarc |
Soporte
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3 |
9,802 |
06-23-2019, 04:38 PM |
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Thread: Direct Pixel Manipulation (looking for an example of TLN_GetBitmapPtr)
Post: RE: Direct Pixel Manipulation (looking for an exam...
Hi Alan,
Welcome here and thanks for your interest!
There isn't any problem with your direct pixel manipulation code. The problem is that any layer requires having a palette assigned. When you load ... |
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megamarc |
Support
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3 |
9,151 |
08-27-2019, 05:11 PM |
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Thread: Direct Pixel Manipulation (looking for an example of TLN_GetBitmapPtr)
Post: RE: Direct Pixel Manipulation (looking for an exam...
Hi again!
You can -in fact you must- draw something to the bitmap you're using in order to see anything. Just setting pixels or color entries won't give any result, you must set both. Be aware that... |
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megamarc |
Support
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3 |
9,151 |
08-28-2019, 03:15 AM |
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Thread: No CRT Effect When Used with SDL2?
Post: RE: No CRT Effect When Used with SDL?
Hi Jakers! I'm glad you're enjoying tilengine :)
The absence of the CRT effect you're experiencing it's not a bug, it's normal: the CRT effect is implemented inside the windowing system, not in t... |
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megamarc |
Support
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3 |
9,757 |
10-27-2019, 04:21 PM |
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Thread: Change animation delay
Post: RE: Change animation delay
Hi!
You're right. It seems TLN_SetAnimationDelay() is an obsolete feature and should be removed (or updated).
Originally, an animation had a global delay that could be changed at runtime. But late... |
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megamarc |
Support
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3 |
8,508 |
01-28-2020, 03:16 AM |
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Thread: Disable raster callback?
Post: RE: Disable raster callback?
Passing NULL to TLN_SetRasterCallback() is the way to disable raster effects.
Exactly what kind of "rendering errors" are you experiencing? Can you post some example? |
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megamarc |
Support
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3 |
8,227 |
02-09-2020, 07:39 AM |
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Thread: Disable raster callback?
Post: RE: Disable raster callback?
I'm glad you found the cause so quickly!
In Tilengine you must specify a base background: either a solid color with TLN_SetBGColor() or a fixed bitmap with TLN_SetBGBitmap(). If not, pixels that ar... |
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megamarc |
Support
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3 |
8,227 |
02-09-2020, 09:48 PM |
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Thread: Change animation delay
Post: RE: Change animation delay
Not at this moment, once the sequence is created it stays this way.
You can create sequences at runtime in your source code with TLN_CreateSequence() (http://www.tilengine.org/doc/group__sequence.h... |
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megamarc |
Support
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3 |
8,508 |
03-14-2020, 03:40 AM |
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Thread: Sequence for color cycling
Post: RE: Sequence for color cycling
Hi,
These values are documented in the TLN_ColorStrip entry:
http://www.tilengine.org/doc/struct_t_l_n___color_strip.html (http://www.tilengine.org/doc/struct_t_l_n___color_strip.html)
Each ani... |
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megamarc |
Support
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3 |
8,162 |
04-22-2020, 06:51 PM |
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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 |
8,162 |
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 |
8,776 |
04-24-2020, 01:12 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 |
8,776 |
04-24-2020, 05:58 PM |
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Thread: Tilengine.lib and code blocks
Post: RE: Tilengine.lib and code blocks
Hi,
Make sure that you've built 32-bit version (Win32 platform). After building, Visual Studio should have created \lib\Win32 folder and placed Tilengine.lib there. If not, place this generated file ... |
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megamarc |
Support
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3 |
8,107 |
07-31-2020, 06:21 PM |
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Thread: some samples doesn't work
Post: RE: some samples doesn't work
Hi!
Seems that you're mixing different versions of the library and the samples. TLN_DisableSpriteAnimation and TLN_SetLayerTilemap were introduced in release 2.8.4. Missing them means that you're usi... |
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megamarc |
Support
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3 |
7,867 |
08-05-2020, 04:11 PM |
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Thread: some samples doesn't work
Post: RE: some samples doesn't work
You can build binaries from source, using Visual Studio Community and providing required dependencies yourself (libpng and sdl2), or you can always get a working build at itch.io |
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megamarc |
Support
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3 |
7,867 |
08-06-2020, 02:54 PM |
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Thread: Made a Function to scroll multiple sections of a background.
Post: RE: Made a Function to scroll multiple sections of...
Hi,
Usual way is to define the size, and then use the size to build the arrays and pass it as a parameter:
Code:
--
#define NUM_SECTIONS 6
float bg_offsets[NUM_SECTIONS];
float bg_speeds[NUM_... |
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megamarc |
Game development topics
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3 |
8,985 |
09-20-2020, 04:30 PM |
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Thread: Made a Function to scroll multiple sections of a background.
Post: RE: Made a Function to scroll multiple sections of...
Hi!
I'm glad you're doing progress, and thanks for contributing your code.
It's always good to have reusable code, that's the point of having functions and modules!. However, your function shoul... |
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megamarc |
Game development topics
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3 |
8,985 |
09-19-2020, 10:26 PM |