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Search Results
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Author
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Forum |
Replies |
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Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?
| I don't know Vulkan so I can't give advice here.
But as long as you can create a vulkan surface with 32-bit RGBA pixel format where you can write to its contents, and then send it to the display, y... |
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megamarc |
Support
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16 |
38,054 |
12-12-2020, 04:49 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 Daniel!
Your contribution to the Tilengine documentation wuold be great, of course! I know it lacks proper documentation in some areas, and Tilengine has grown to a large project that is too muc... |
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megamarc |
Support
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22 |
74,057 |
06-27-2018, 09:57 PM |
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Thread: Access to older version of Tilengine on itch.io
Post: RE: Access to older version of Tilengine on itch.i...
| Hi!
Glad to know you're doing well with the latest updates :)
Regards,
Marc |
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megamarc |
Support
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8 |
22,392 |
07-25-2020, 03:38 AM |
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Thread: Tilengine on Java
Post: RE: Tilengine on Java
| Hi,
After installing 32-bit version of OpenJDK 8 and building 32-bit TilengineJNI.dll, everything works as expected. Here is a screenshot of TestPanel: |
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megamarc |
Support
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79 |
185,375 |
12-12-2020, 05:15 PM |
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Thread: Release 2.9.0 - World mode
Post: RE: Release 2.9.0 - World mode
| Hi!
Thanks for your encouraging words :) knowing that there are people like you following it with interest is very satisfying.
This update isn't yet finished, I have to build and deploy all binarie... |
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megamarc |
News & Announcements
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8 |
25,841 |
03-17-2021, 01:01 AM |
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Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...
| Haha you're going quite crazy with it! :D
Yes, a bitmap layer is like a contained framebuffer where you can put anything you want there, but allowing composition and blending effects with other ele... |
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megamarc |
Game development topics
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13 |
21,970 |
04-21-2023, 09:43 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 |
7,148 |
07-02-2018, 10:32 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!,
You're right, the user input mechanism is very simplistic. Straightforward, but very limited. Originally I designed tilengine to be just a back-end renderer without any kind of windowing or us... |
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megamarc |
Support
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22 |
74,057 |
08-25-2017, 05:42 AM |
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Thread: Collision with Tilemap Layer
Post: RE: Collision with Tilemap Layer
| A boolean "Collidable" would be impractical, as there are many types of collisions: is the block solid walkable floor? One-way platform? A ladder? Sliding slope? Dangerous spikes? All of them are col... |
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megamarc |
Support
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10 |
29,755 |
04-13-2020, 02:59 PM |
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Thread: Tilengine on Java
Post: RE: Tilengine on Java
| Hi!
It works with the built-in window too, but I've posted the screenshot of the "TestPanel" because it has more integration with Java itself.
The headers for jni are the same for 32 and 64 bit, s... |
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megamarc |
Support
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79 |
185,375 |
12-13-2020, 05:12 AM |
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Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: Tilengine 2.15 supports variable refresh rate moni...
| I've uploaded a new release to GitHub and itch.io, that adds these features to the built-in window:
Support for non-60 Hz refresh rates. Auto adjusted when creating the window, or can be manually se... |
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megamarc |
News & Announcements
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8 |
17,918 |
04-23-2023, 04:24 AM |
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Thread: Tilengine step-by-step?
Post: RE: Tilengine step-by-step?
| I totally agree, the documentation should be better. Being the developer of Tilengine, I am the only one who can explain everything that can be done, I cannot delegate this task to someone else. But s... |
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megamarc |
Support
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13 |
38,057 |
04-13-2020, 03:06 PM |
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Thread: Release 2.9.0 - World mode
Post: RE: Release 2.9.0 - World mode
| Hi,
Assets you provided are incomplete. Files Forest_BG1.png and Forest_BG2.png are missing. Tiled editor itself complains about them. And having an object layer without any bitmap-based tileset is... |
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megamarc |
News & Announcements
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8 |
25,841 |
03-19-2021, 07:15 AM |
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Thread: Tilengine 2.0 goes LGPL full open source
Post: Tilengine 2.0 goes LGPL full open source
| Tilengine is now a complete open source project. I've released the full source code under the LGPL license, that allows usage in closed source applications as well as in open source projects.
I've ... |
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megamarc |
News & Announcements
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3 |
14,423 |
07-05-2018, 08:26 PM |
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Thread: Tilengine as libretro core with LUA games
Post: RE: Tilengine as libretro core with LUA games
| Yes I was thinking about how to integrate tilengine as a libretro core for some time but I didn't know how to handle loadable games. The conversation about lua gave me the missing piece :)
The integr... |
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megamarc |
News & Announcements
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4 |
14,334 |
12-16-2019, 06:52 PM |
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Thread: Tilengine on Java
Post: RE: Tilengine on Java
| I use notepad++ for editing and the command-line to build and run |
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megamarc |
Support
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79 |
185,375 |
12-13-2020, 05:30 AM |
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Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: RE: Tilengine 2.15 supports variable refresh rate ...
| Hi!
No problem in adding getter/setter for new window scaling factor, thanks for suggesting it.
As I don't have acces to a non-60 Hz display, I'd like you to validate the latest version on your ... |
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megamarc |
News & Announcements
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8 |
17,918 |
04-23-2023, 03:44 PM |
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Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine
|
Daniel H. Wrote: (07-31-2021, 01:03 AM)
--
A new devlog with new enemies! https://www.youtube.com/watch?v=cVOMhYR_wJ8
--
Cool! Thanks for sharing, keep the good work |
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megamarc |
Presentations
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23 |
55,032 |
08-07-2021, 06:12 PM |
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Thread: Tilengine.lib and code blocks
Post: RE: Tilengine.lib and code blocks
| Hi,
Make sure that you've built 32-bit version (Win32 platform). After building, Visual Studio should have created \lib\Win32 folder and placed Tilengine.lib there. If not, place this generated file ... |
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megamarc |
Support
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3 |
9,519 |
07-31-2020, 06:21 PM |
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Thread: Tilengine vs shaders
Post: RE: Tilengine vs shaders
| Hi!
Building a native version of Tilengine for the Switch should be easy, as Nintendo offers C/C++ in their SDK. Current tilengine license (MPL 2.0) allows linking statically or even using source m... |
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megamarc |
Game development topics
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6 |
16,136 |
08-07-2021, 06:26 PM |