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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:...
megamarc News & Announcements 1 6,863 11-04-2017, 08:03 PM
    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 ...
megamarc Support 8 23,659 11-23-2017, 09:03 AM
    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_...
megamarc News & Announcements 0 4,339 11-24-2017, 05:26 AM
    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...
megamarc News & Announcements 0 4,647 12-04-2017, 01:46 AM
    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 ...
megamarc Presentations 9 28,126 12-04-2017, 08:29 AM
    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...
megamarc Support 8 23,659 12-04-2017, 08:44 AM
    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...
megamarc Presentations 9 28,126 12-04-2017, 05:03 PM
    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 ...
megamarc Support 8 23,659 12-04-2017, 10:19 PM
    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...
megamarc Presentations 9 28,126 12-12-2017, 09:15 AM
    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...
megamarc Support 8 23,659 12-15-2017, 04:47 AM
    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...
megamarc Presentations 9 28,126 12-15-2017, 11:08 PM
    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?
megamarc Support 22 64,519 12-21-2017, 12:05 AM
    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...
megamarc Support 22 64,519 06-02-2018, 01:10 AM
    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. ...
megamarc Support 15 42,379 06-02-2018, 01:19 AM
    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...
megamarc Support 22 64,519 05-30-2018, 06:30 AM
    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...
megamarc Support 13 36,613 05-30-2018, 06:39 AM
    Thread: Pixel modifications
Post: RE: Pixel modifications

Domarius Wrote: (05-27-2018, 07:37 AM) -- 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...
megamarc Support 18 52,435 05-30-2018, 03:57 AM
    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 5,683 05-30-2018, 03:58 AM
    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...
megamarc Support 13 36,613 05-28-2018, 01:09 AM
    Thread: Pixel modifications
Post: RE: Pixel modifications

Domarius Wrote: (05-21-2018, 04:28 PM) -- 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...
megamarc Support 18 52,435 05-21-2018, 05:58 PM