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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 |
6,863 |
11-04-2017, 08:03 PM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
Hello and welcome to the forums :)
The spriteset memory layout is quite static. It would be easy to implement a method to update the pixels of a pre-allocated spriteset (just as you can do with a ... |
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megamarc |
Support
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8 |
23,659 |
11-23-2017, 09:03 AM |
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Thread: Release 1.18
Post: Release 1.18
New engine features:
Vastly improved user input: 6 action buttons, start button, up to four simultaneous players. Key bindings and joystick buttons can be redefined. Introduces TLN_EnableInput(), TLN_... |
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megamarc |
News & Announcements
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0 |
4,339 |
11-24-2017, 05:26 AM |
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Thread: Release 1.19
Post: Release 1.19
This release adds the following features:
Spriteset: adds TLN_SetSpritesetData() to modify spriteset attributes and pixels at runtime.
Window: adds CWF_NEAREST window flag to the TLN_WindowFlags e... |
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megamarc |
News & Announcements
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0 |
4,647 |
12-04-2017, 01:46 AM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
Hi Stefano, welcome to the forums!
I appreciate your comments and suggestions. Of course there is a lot to improve, I'm just a single guy maintaining it all with some occasional contributions from ... |
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megamarc |
Presentations
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9 |
28,126 |
12-04-2017, 08:29 AM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
You're welcome, feature requests are meant to be implemented :-) please add the dynamic change of internal resolution too, if not I will soon forget about it...
Interface elements: you can check th... |
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megamarc |
Support
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8 |
23,659 |
12-04-2017, 08:44 AM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
Thanks again for your suggestions. To get some donations I already have an Itch.io (https://megamarc.itch.io/tilengine) page and a Patreon (https://www.patreon.com/megamarc) one. The problem with patr... |
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megamarc |
Presentations
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9 |
28,126 |
12-04-2017, 05:03 PM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
All VDP-based systems (like arcade boards or console) used either tiled backgrounds or sprites to build the HUD. Direct pixel access is not possible in these systems easily -some creative trickery is ... |
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megamarc |
Support
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8 |
23,659 |
12-04-2017, 10:19 PM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
Hi stefano!
Everything you wrote is clear and understandable :-) I may or may not agree with some of the opinions, but I won't ever get angry with someone that is evaluating and suggesting things t... |
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megamarc |
Presentations
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9 |
28,126 |
12-12-2017, 09:15 AM |
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Thread: Tilengine API questions
Post: RE: Tilengine API questions
You're right, correct CRT emulation is quite complex. I just implemented a cheap one that runs on modest hardware and does a decent job, but of course it's far from accurate. I would recommend to bypa... |
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megamarc |
Support
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8 |
23,659 |
12-15-2017, 04:47 AM |
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Thread: I love Tilengine and the 80s :D
Post: RE: I love Tilengine and the 80s :D
How are you doing with tilengine? Any progress?
C is a systems language and shouldn't be used to develop applications, only low-level system components. Tilengine is writen in C and that's great, b... |
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megamarc |
Presentations
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9 |
28,126 |
12-15-2017, 11:08 PM |
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Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
Hi, how are you doing?
Release 1.18 introduced features about input you suggested: more action buttons, a start button, up to four simultaneous players... have you checked it? |
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megamarc |
Support
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22 |
64,519 |
12-21-2017, 12:05 AM |
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Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
Tilengine is a rendering system, so it shouldn't get in the way (architecture-wise) if you try to port an old game. What can be problematic is wether the graphical features used in your old graphics l... |
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megamarc |
Support
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22 |
64,519 |
06-02-2018, 01:10 AM |
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Thread: Colour Cycling
Post: RE: Colour Cycling
Yes, that's something that I should do soon!
However I have to figure out how to implement the last change without forcing users to install PySDL2 if they don't want to use the SDL event callback. ... |
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megamarc |
Support
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15 |
42,379 |
06-02-2018, 01:19 AM |
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Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...
Yes, I've upgraded input in two phases: first implementing multiple players, configurable key bindings and more inputs. And recently I've opened a link to get direct SDL events, for maximum flexibilit... |
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megamarc |
Support
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22 |
64,519 |
05-30-2018, 06:30 AM |
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Thread: Sprite Rotation
Post: RE: Sprite Rotation
I'm glad you enjoy the comments here :-)
Classic 2D hardware didn't allow rotation, games with pseudo rotation had some frames drawn pre-rotated between 0 and 90º, and combining them with horizonta... |
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megamarc |
Support
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13 |
36,613 |
05-30-2018, 06:39 AM |
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Thread: Pixel modifications
Post: RE: Pixel modifications
Domarius Wrote: (05-27-2018, 07:37 AM)
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I noticed in the commit logs it rejects anything higher than 8 bits per pixel - away with that full colour garbage! We don't like their kind around here, heh... |
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megamarc |
Support
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18 |
52,435 |
05-30-2018, 03:57 AM |
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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 |
5,683 |
05-30-2018, 03:58 AM |
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Thread: Sprite Rotation
Post: RE: Sprite Rotation
Of course! Don't expect any kind of anti-aliasing, just the good-old blocky pixels. This is not an intended feature, just a side effect of how real 2D tiled hardware works.
In fact only few high-en... |
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megamarc |
Support
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13 |
36,613 |
05-28-2018, 01:09 AM |
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Thread: Pixel modifications
Post: RE: Pixel modifications
Domarius Wrote: (05-21-2018, 04:28 PM)
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Wow that is amazing that you could do it so quick!
I should make an attempt with Godot first, as I've been led to believe this sort of approach is reasona... |
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megamarc |
Support
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18 |
52,435 |
05-21-2018, 05:58 PM |