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Thread: How blitting works
Post: RE: How blitting works
| Hi!
That's the reason, it's fixed point math. On low-end hardware, integer math is much faster than floating point. So the fractional accumulation is done in 16.16 fixed point, that is 16 bits for in... |
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megamarc |
Support
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2 |
3,699 |
02-23-2024, 04:57 PM |
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Thread: Nuevo soy.
Post: RE: Nuevo soy.
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Calantra Wrote: (08-23-2017, 04:45 AM)
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Hola Soy nuevo y por lo que veo el primero en escribir.
Pues nada un saludín y si puedo ayudar, por aquí andaré.
--
Hola Calantra, bienvenido al foro, y... |
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megamarc |
Presentaciones
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1 |
7,575 |
08-23-2017, 07:36 PM |
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Thread: Where can I find some more C# examples?
Post: RE: Where can I find some more C# examples?
| Unfortunately tilengine is lacking proper documentation right now. The only examples available are the Platformer.cs (https://github.com/megamarc/Tilengine/blob/master/samples/csharp/Platformer.cs) in... |
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megamarc |
Support
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1 |
8,764 |
08-31-2017, 06:06 AM |
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Thread: Python platformer prototype
Post: RE: Python platformer prototype
| Updated platform prototype in WIP2: adds player/level interacion showing the usage of Layer::get_tile() and Tilemap:: set_tile() methods, to get info about the environment and modify it, respectively:... |
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megamarc |
News & Announcements
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1 |
7,554 |
11-04-2017, 08:03 PM |
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Thread: Python platformer prototype
Post: Python platformer prototype
| I've spawned a new GitHub project that will act as a series of work-in-progress, showing how to implement actual game mechanics with tilengine:
https://github.com/megamarc/TilenginePythonPlatformer (... |
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megamarc |
News & Announcements
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1 |
7,554 |
11-02-2017, 08:32 PM |
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Thread: What causes disabled sprites and layers to be re-enabled?
Post: RE: What causes disabled sprites and layers to be ...
| Good point, I've never tried to modify tilemaps on disabled layers. Of course this seems counter-intuitive, I'll check it :) |
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megamarc |
Support
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1 |
6,360 |
05-30-2018, 03:58 AM |
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Thread: Forums temporarily shutting down
Post: Forums temporarily shutting down
| Hello,
Tilengine website and these forums are hosted on a paid premium account. The subscription ends tomorrow and renewing it costs quite a bit. I develop Tilengine and support it for free, on my ... |
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megamarc |
News & Announcements
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1 |
6,896 |
06-12-2018, 12:45 AM |
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Thread: Sprite Collision With Map Tiles
Post: RE: Sprite Collision With Map Tiles
| Hi Daniel!
You're on the right way. There's no built-in mechanism to do sprite vs playfield collision detection, but there are some helper functions to aid you. The usual way is to define some "hot... |
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megamarc |
Support
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1 |
6,360 |
06-22-2018, 06:46 AM |
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Thread: Interpolation on CWF_S2
Post: RE: Interpolation on CWF_S2
| There's no way at this moment, but a forum member told that too. This could be a nice feature, may you open a Feature Request in GitHub? It's difficult to keep track of new requests and GitHub is a go... |
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megamarc |
Support
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1 |
6,303 |
06-22-2018, 06:51 AM |
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Thread: Tilengine Production Readiness
Post: RE: Tilengine Production Readiness
| Hi Daniel,
Saying that the built-in window is not meant for production, I don't mean that it's buggy or unreliable, I just mean that it may have a limited set of features compared to other environm... |
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megamarc |
Support
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1 |
6,560 |
06-27-2018, 04:13 PM |
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Thread: Forums temporarily shutting down
Post: RE: Forums temporarily shutting down
| Migration to now hosting plan is complete. Website and forums are fully online again from backup made in june 28. All threads and users are restored. Welcome again! |
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megamarc |
News & Announcements
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1 |
6,896 |
07-02-2018, 10:32 PM |
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Thread: Missing "Affine" binding for C Sharp?
Post: RE: Missing "Affine" binding for C Sharp?
| In the beginning there was void TLN_SetLayerAffineTransform() that received a TLN_Affine struct. But then I added the TLN_SetLayerTransform() function that receives the same parameters individually, n... |
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megamarc |
Support
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1 |
6,780 |
07-16-2018, 09:33 PM |
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Thread: Spam in the English presentation forum
Post: RE: Spam in the English presentation forum
| Yes, this is a bit of a problem. I avoided spam because I resorted to manual activation of new users. That led to having some legitimate users getting blocked because I missed their request. Some days... |
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megamarc |
Forum issues
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1 |
7,358 |
08-02-2018, 06:48 AM |
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Thread: mi::presentacion
Post: RE: mi::presentacion
| Bienvenido al foro de Tilengine!
Me alegro de que te guste Tilengine y sea lo que buscabas :) ánimo y no dudes en preguntar ayuda para lo que necesites. La documentación está todavía incompleta y ... |
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megamarc |
Presentaciones
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1 |
6,504 |
10-27-2018, 03:52 AM |
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Thread: Me presento:
Post: RE: Me presento:
| Hola David,
Bienvenido y gracias por unirte a este foro. Espero que aquí puedas aprender lo que necesitas, ya que al ser éste un proyecto personal sin una empresa detrás, la documentación y ejemplo... |
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megamarc |
Presentaciones
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1 |
6,372 |
06-10-2019, 06:43 PM |
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Thread: Raspberry Pi Performance
Post: RE: Raspberry Pi Performance
| Hi Richard!
I was aware of the issues regarding performance on the RPi with SDL2. If I remember correctly, the default pre-packaged SDL2 is compiled without OpenGL/ES support, that's what the propr... |
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megamarc |
Support
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1 |
5,719 |
09-25-2019, 06:13 AM |
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Thread: Sequence engine works strange
Post: RE: Sequence engine works strange
| Sequence name lenght is hardcoded to 32 characters maximum. I suspect you're using longer names, preventing addition of sequences that have a similar name than others already created. |
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megamarc |
Support
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1 |
5,746 |
03-31-2020, 07:19 AM |
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Thread: Invalid object address is (nil)
Post: RE: Invalid object address is (nil)
| I don't know without giving proper information: tilengine version, error messages and source code causing the errors |
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megamarc |
Support
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1 |
3,704 |
05-25-2020, 05:42 PM |
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Thread: Tilengines texture creation
Post: RE: Tilengines texture creation
| No, you can use any framebuffer size when calling TLN_Init(). Just make sure to provide a memory buffer to TLN_SetRenderTarget() that matches the size setted before. |
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megamarc |
Support
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1 |
5,108 |
07-25-2020, 03:36 AM |
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Thread: Сhange color pallete in a part of tilemap
Post: RE: Сhange color pallete in a part of tilemap
| Hi!
First you need to craft the alternative underwater palette using the regular palette as a base, and tweaking its color values with an image editor. Make sure that foreground, background layers ... |
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megamarc |
Support
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1 |
5,413 |
06-30-2020, 05:20 PM |