Search Results
Post Author Forum Replies [asc] Views Posted
    Thread: Creating Executables for Python Game
Post: RE: Creating Executables for Python Game

This is a purely Python-related question so I can't give much advice here. Maybe you're looking for python wheels (https://pythonwheels.com/), the standard way to distribute python packages with prebu...
megamarc Support 2 6,719 12-31-2019, 12:17 AM
    Thread: Enable ssl (e.g. via let's encrypt)?
Post: RE: Enable ssl (e.g. via let's encrypt)?

Hi Thacoon, To be honest I don't have any plans, but I have nothing against considering it either. I don't have deep knowledge about this. I run this forum inside my ISP hosting, they provide a pre...
megamarc Forum issues 2 8,166 11-12-2019, 07:01 PM
    Thread: Release 2.7.0 - sprite list order, sprite masking
Post: RE: Release 2.7.0 - sprite list order, sprite mask...

mycats Wrote: (04-28-2020, 01:38 AM) -- Hi again. Will you reimplement SetAnimationDelay()? -- Maybe, why not? The issue here is to define conflicting behaviors. Each frame has its own delay, so what...
megamarc News & Announcements 2 9,013 04-28-2020, 02:39 AM
    Thread: I made a wrapper for Beef Lang
Post: RE: I made a wrapper for Beef Lang

Hi! I've never heard about  this language, thanks for sharing your project! I can include it in the main list of available wrappers. First item of your "TODO" this is porting the fixed-point macros....
megamarc Game development topics 2 7,236 05-03-2020, 02:18 PM
    Thread: Release 2.7.0 - sprite list order, sprite masking
Post: Release 2.7.0 - sprite list order, sprite masking

Release 2.7.0 introduces two new features inspired on the Sega Genesis/MegaDrive and some tweaks & bugfixes Sprite list order Until now, sprites were drawn based in their order ID so when overlapping...
megamarc News & Announcements 2 9,013 04-26-2020, 07:24 PM
    Thread: 8 bits per linux framework - Linux
Post: RE: 8 bits per linux framework - Linux

Bienvenido Daniel! Me parece muy interesante tu propuesta, además de útil en la práctica. He echado un vistazo por encima. La funcionalidad de escribir texto merece estar en un módulo aparte y ser ...
megamarc Presentaciones 2 18,592 07-10-2020, 12:41 AM
    Thread: Hello!
Post: RE: Hello!

Hi! Welcome to the forums :-) I'm glad you're willing to try tilengine and have fun playing with it. Documentation is not yet complete -API reference is-, but I hope that with provided examples and...
megamarc Presentations 2 7,388 10-31-2020, 04:53 AM
    Thread: Weird threads! Bots?
Post: RE: Weird threads! Bots?

Yes that's true. Nearly every single day I have to manually ban accounts because of spammers. I have serevral hundreds of permanently banned accounts already. I don't remember well, but I think that I...
megamarc Forum issues 2 6,937 12-16-2020, 08:26 AM
    Thread: detect keyup
Post: RE: detect keyup

Hi again, Tilengine reports current button state. Detecting keydown or keyup involves detecting state transitions. For that you must keep previous value and compare it to current value, then reassign...
megamarc Support 2 6,227 01-07-2021, 08:18 AM
    Thread: Tilengine is included in Ring programming language
Post: RE: Tilengine is included in Ring programming lang...

Hi Mahmoud, Thanks for this post, for your will to integrate Tilengine on Ring's standard library, and congratulations for hour hard work on it! Somebody told me about Ring language some time ag...
megamarc Game development topics 2 7,107 02-20-2021, 10:45 PM
    Thread: LDtk - New Level Editor
Post: RE: LDtk - New Level Editor

Hi! I hadn't heard about it, but it seems interesting! Tilengine is quite tied to tmx (Tiled) format, but if LDtk can export to it, it may be used too, or even integrate unique features into Tilengin...
megamarc Game development topics 2 6,592 03-14-2021, 04:50 AM
    Thread: PyTilengine Tutorial Series
Post: RE: PyTilengine Tutorial Series

Hi Daniel! That's cool, great work! Thanks for your time and effort on this new project :) subscribed and liked
megamarc Game development topics 2 5,572 01-19-2022, 03:37 PM
    Thread: code blocks and compile
Post: RE: code blocks and compile

Hi! This is a runtime error caused by mismatching 32 and 64 binaries. You have built a 32-bit executable and placed it alongside 64-bit dlls, or vice-versa. Make sure you're match the same architectu...
megamarc Support 2 4,866 03-04-2022, 05:14 PM
    Thread: Multiple Sprite Sheets?
Post: RE: Multiple Sprite Sheets?

Hi, You can have as many spritesets as you want, just remember to call TLN_SetSpriteSet() (http://www.tilengine.org/doc/group__sprite.html#ga77217fa75191003ce10d64b7c2a4d8da) to select which is the a...
megamarc Support 2 5,110 04-30-2022, 07:45 AM
    Thread: Tilengine 2.11 released
Post: RE: Tilengine 2.11 released

Just updated Python binding for latest release: https://github.com/megamarc/PyTilengine (https://github.com/megamarc/PyTilengine) New features include: Up to date with release 2.11 New load strate...
megamarc News & Announcements 2 4,541 10-10-2022, 06:41 PM
    Thread: Tilengine 2.11 released
Post: RE: Tilengine 2.11 released

Hi, I've pushed release 2.11.3 that fixes some important issues with previous release, related to the ability to use multiple tilesets per layer: Fixes wrong behaviour with not ideal cases: having un...
megamarc News & Announcements 2 4,541 10-27-2022, 03:11 AM
    Thread: Tilengine 2.11 released
Post: Tilengine 2.11 released

Just released Tilengine 2.11 on GitHub and itch.io. This release enables tiled layers to be composed of up to 8 different tilesets each one. Here is the full post: https://megamarc.itch.io/tilen...
megamarc News & Announcements 2 4,541 10-02-2022, 02:04 AM
    Thread: [Suggestion] Reziseable window on runtime, limited FPS, and shaders
Post: RE: [Suggestion] Reziseable window on runtime, lim...

Hi! I'm fine, thanks :-) hope you too. 1. Window resizing: It could be possible to change the window at runtime, of course. I limited the ability to dinamically resize it in order to keep consis...
megamarc Support 2 3,553 04-05-2023, 01:05 AM
    Thread: Loading and setting palettes
Post: RE: Loading and setting palettes

Hi, Palette index 0 is always transparent, so its actual rgb value is ignored. What effect are you trying to achieve by manipulating index 0?
megamarc Support 2 3,670 05-29-2023, 07:45 AM
    Thread: tile_info.type returning 0?
Post: RE: tile_info.type returning 0?

Hi, I can't reproduce the issue. Using your modified tileset and writing the following queries: Code: -- TLN_TileInfo tile_info = {0}; TLN_GetLayerTile (LAYER_FOREGROUND, 10*16,12*16, &tile_...
megamarc Support 2 2,800 08-17-2023, 03:41 PM