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Post Author Forum Replies [asc] Views Posted
    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...
megamarc Support 2 2,323 02-23-2024, 04:57 PM
    Thread: Nuevo soy.
Post: RE: Nuevo soy.

Calantra Wrote: (08-23-2017, 04:45 AM) -- 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...
megamarc Presentaciones 1 6,795 08-23-2017, 07:36 PM
    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...
megamarc Support 1 7,915 08-31-2017, 06:06 AM
    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:...
megamarc News & Announcements 1 6,948 11-04-2017, 08:03 PM
    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 (...
megamarc News & Announcements 1 6,948 11-02-2017, 08:32 PM
    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 :)
megamarc Support 1 5,756 05-30-2018, 03:58 AM
  Lightbulb 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 ...
megamarc News & Announcements 1 6,289 06-12-2018, 12:45 AM
    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...
megamarc Support 1 5,775 06-22-2018, 06:46 AM
    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...
megamarc Support 1 5,798 06-22-2018, 06:51 AM
    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...
megamarc Support 1 5,961 06-27-2018, 04:13 PM
  Star 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!
megamarc News & Announcements 1 6,289 07-02-2018, 10:32 PM
    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...
megamarc Support 1 6,198 07-16-2018, 09:33 PM
    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...
megamarc Forum issues 1 6,289 08-02-2018, 06:48 AM
    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 ...
megamarc Presentaciones 1 5,903 10-27-2018, 03:52 AM
    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...
megamarc Presentaciones 1 5,748 06-10-2019, 06:43 PM
    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...
megamarc Support 1 5,184 09-25-2019, 06:13 AM
    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.
megamarc Support 1 5,116 03-31-2020, 07:19 AM
    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
megamarc Support 1 3,098 05-25-2020, 05:42 PM
    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.
megamarc Support 1 4,619 07-25-2020, 03:36 AM
    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 ...
megamarc Support 1 4,826 06-30-2020, 05:20 PM