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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... |
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megamarc |
Support
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2 |
6,719 |
12-31-2019, 12:17 AM |
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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... |
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megamarc |
Forum issues
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2 |
8,166 |
11-12-2019, 07:01 PM |
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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)
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Hi again. Will you reimplement SetAnimationDelay()?
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Maybe, why not? The issue here is to define conflicting behaviors. Each frame has its own delay, so what... |
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megamarc |
News & Announcements
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2 |
9,013 |
04-28-2020, 02:39 AM |
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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.... |
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megamarc |
Game development topics
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2 |
7,236 |
05-03-2020, 02:18 PM |
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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... |
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megamarc |
News & Announcements
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2 |
9,013 |
04-26-2020, 07:24 PM |
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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 ... |
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megamarc |
Presentaciones
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2 |
18,592 |
07-10-2020, 12:41 AM |
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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... |
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megamarc |
Presentations
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2 |
7,388 |
10-31-2020, 04:53 AM |
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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... |
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megamarc |
Forum issues
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2 |
6,937 |
12-16-2020, 08:26 AM |
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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... |
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megamarc |
Support
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2 |
6,227 |
01-07-2021, 08:18 AM |
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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... |
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megamarc |
Game development topics
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2 |
7,107 |
02-20-2021, 10:45 PM |
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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... |
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megamarc |
Game development topics
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2 |
6,592 |
03-14-2021, 04:50 AM |
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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 |
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megamarc |
Game development topics
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2 |
5,572 |
01-19-2022, 03:37 PM |
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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... |
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megamarc |
Support
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2 |
4,866 |
03-04-2022, 05:14 PM |
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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... |
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megamarc |
Support
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2 |
5,110 |
04-30-2022, 07:45 AM |
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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... |
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megamarc |
News & Announcements
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2 |
4,541 |
10-10-2022, 06:41 PM |
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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... |
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megamarc |
News & Announcements
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2 |
4,541 |
10-27-2022, 03:11 AM |
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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... |
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megamarc |
News & Announcements
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2 |
4,541 |
10-02-2022, 02:04 AM |
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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... |
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megamarc |
Support
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2 |
3,553 |
04-05-2023, 01:05 AM |
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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? |
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megamarc |
Support
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2 |
3,670 |
05-29-2023, 07:45 AM |
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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:
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TLN_TileInfo tile_info = {0};
TLN_GetLayerTile (LAYER_FOREGROUND, 10*16,12*16, &tile_... |
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megamarc |
Support
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2 |
2,800 |
08-17-2023, 03:41 PM |