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Post Author [desc] Forum Replies Views Posted
    Thread: Megamarc, what motivates you to make an engine?
Post: RE: Megamarc, what motivates you to make an engine...

@Domarius good work! Hope to se it finished and released. What tool(s) are you using to build it? @"Richard Kain": Domarius isn't using Tilengine to build its super Jump'n Bump. I really appreciate...
megamarc Presentations 11 23,412 03-07-2019, 07:25 AM
    Thread: Tilengine as libretro core with LUA games
Post: RE: Tilengine as libretro core with LUA games

Raster effects already implemented. Added LUA_SetFrameCallback() and LUA_SetRasterCallback() functions to be called from the lua script.
megamarc News & Announcements 4 14,386 12-05-2019, 08:20 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 8,691 03-14-2021, 04:50 AM
    Thread: [Suggestion] Windowing
Post: RE: [Suggestion] Windowing

Hi! I think the feature you're looking for is already implemented. It's the last parameter (invert) of function TLN_SetLayerWindow(): https://github.com/megamarc/Tilengine/blob/master/include/Ti...
megamarc Support 8 14,498 04-04-2023, 08:14 PM
    Thread: Hola megamar
Post: RE: Hola megamar

Calantra Wrote: (08-23-2017, 04:50 AM) -- Hola Hokuto40, a ver si vemos pronto alguna cosita tuya hecha con tilengine. No te olvides de postear las dudas por si se te pude echar una mano. Un salud...
megamarc Soporte 6 20,070 08-23-2017, 07:42 PM
    Thread: Pixel modifications
Post: RE: Pixel modifications

Thanks for the screenshots! Is the Pico-8 16-color palette fixed or programmable? (i.e. you can choose what 16 colors compose your palette). Although many classic systems implemented fixed palettes,...
megamarc Support 18 59,829 06-24-2018, 04:39 PM
    Thread: Basic Embedding
Post: RE: Basic Embedding

Check this thread about the progress of the libretro core + LUA games for this core: http://www.tilengine.org/forum/showthread.php?tid=418
megamarc Game development topics 43 127,347 12-05-2019, 08:22 PM
    Thread: movimientos para naves enemigas y jefes
Post: RE: movimientos para naves enemigas y jefes

El trazado de curvas es un asunto bastante más complejo y que tampoco es lo que se utiliza en los juegos clásicos como el que ponías de ejemplo de naves. Eso es para trazar curvas que siguen unos punt...
megamarc Soporte 6 18,114 04-08-2020, 07:15 AM
    Thread: Release 2.9.0 - World mode
Post: Release 2.9.0 - World mode

Hi folks, I've just pushed Release 2.9.0 to GitHub. This release adds a new feature called "World mode", where all the layers contained in a single .tmx file and any selected sprites are updated wh...
megamarc News & Announcements 8 25,897 03-16-2021, 08:27 AM
    Thread: External rendering SDL2
Post: RE: External rendering SDL2

Happy new year! How are you doing? Without having the full source code of your attempt I can only guess, as I'm not expert on the quirks of C++. But there's a thing it doesn't smell well for me: the...
megamarc Game development topics 3 9,517 01-04-2022, 01:32 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 5,039 04-05-2023, 01:05 AM
    Thread: Tilengine on Java
Post: RE: Tilengine on Java

Yes, Oracle problem still persist. However I finally downloaded the 32-bit version from AdoptOpenJDK, that is the version I already had in 64-bit. Oracle even forces you to register an account just...
megamarc Support 79 185,598 12-12-2020, 02:37 AM
    Thread: movimientos para naves enemigas y jefes
Post: RE: movimientos para naves enemigas y jefes

Yo encantado de darte soporte con tilengine :)  Lo de las matemáticas para movimiento no es complicado, pero es un conocimiento que debes adquirir y aplicar, y experimentar con ello. No hay ningún ...
megamarc Soporte 6 18,114 04-09-2020, 04:36 AM
    Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?

Performance enough to run the samples without problems. With one of the samples running and task manager in view, disable the CRT effect by pressing backspace key. You should see a drop in resource us...
megamarc Support 16 38,110 12-12-2020, 02:41 AM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

Yes, those developers were really skilled and clever people. We're used today to high-level languages with much abstraction, and source code editors with advanced navigation tools. But all those prog...
megamarc Support 13 41,388 06-27-2018, 03:28 PM
    Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...

Just one layer?? Let me know how... Are you using an object layer? There is another black layer with blue characters and drawing primitives. The moving logo sometimes goes under the text and primiti...
megamarc Game development topics 13 22,041 04-21-2023, 08:47 PM
    Thread: como manejar imagenes en tilengine
Post: RE: como manejar imagenes en tilengine

Hola @Hokuto40 Las imágenes en tilengine se usan como parte de un spritesheet, de un tileset, o un fondo estático. Aunque sí se pueden cargar imágenes sueltas, lo normal es que esas funciones forme...
megamarc Soporte 4 8,804 08-24-2017, 09:24 PM
    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 6,857 06-27-2018, 04:13 PM
    Thread: Collision with Tilemap Layer
Post: RE: Collision with Tilemap Layer

Hi! Of course, you have to use the function TLN_GetLayerTile() (http://www.tilengine.org/doc/group__layer.html#ga1d3932cdfcb024db23a94e4e33f2246e) on the layer you want to test. You pass layer index,...
megamarc Support 10 29,790 04-11-2020, 04:37 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 5,331 07-25-2020, 03:36 AM