Search Results
Post Author [desc] Forum Replies Views Posted
    Thread: Tilengine y tcc
Post: RE: Tilengine y tcc

Buen trabajo de investigación @daltomi Es como si tcc decidiese optimizar una variable que en realidad sí que cambia de valor. "volatile" sirve para evitar optimizaciones de lectura cuando una vari...
megamarc Soporte 35 91,843 02-25-2019, 05:56 PM
    Thread: Preguntas sobre funciones de tilengine
Post: RE: Preguntas sobre funciones de tilengine

Ah vale, maximizar no le puse a la ventana, porque los gráficos pixel art no escalan bien si no lo haces en múltiplos exactos de la resolución original, especialmente si deshabilitas el filtro CRT. La...
megamarc Soporte 5 14,172 04-03-2020, 09:02 PM
    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 76,263 05-30-2018, 06:30 AM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

The Super FX chip renders textured polygons to a framebuffer on its own. Think of it as a kind of primitive 3D accelerator. The SNES couldn't rotate or scale sprites.
megamarc Support 13 42,465 09-05-2018, 06:28 AM
    Thread: camara y colision con un mapa
Post: RE: camara y colision con un mapa

A grandes rasgos puedes basarte en el proyecto de ejemplo https://github.com/megamarc/TilenginePythonPlatformer (https://github.com/megamarc/TilenginePythonPlatformer). La idea es que tu gameplay u...
megamarc Soporte 4 12,854 04-03-2020, 09:16 PM
    Thread: Tilengine Anim Suite
Post: RE: Tilengine Anim Suite

Hi! Good work, and thanks for your contribution! :)  Nowadays the .sqx format is only used for color cycle animation, but is kept for backwards compatibility with old code. There's a function c...
megamarc Presentations 4 10,986 05-08-2022, 04:33 PM
    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 42,465 05-30-2018, 06:39 AM
    Thread: Scaling to fake camera zoom effect?
Post: RE: Scaling to fake camera zoom effect?

Hi! Of course it's possible, but you have to coordinate the scaling of background and sprites. Background scaling is done with TLN_SetLayerScaling() (https://www.tilengine.org/doc/group__layer.html...
megamarc Support 1 4,161 12-02-2022, 06:36 PM
    Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?

Hi, I don't quite understand what you mean with a "native win32 application". When you compile a program that uses Tilengine with Visual Studio or mingw32, the resulting executable is a native win3...
megamarc Support 16 39,731 12-10-2020, 05:34 PM
    Thread: Tilengine on Java
Post: RE: Tilengine on Java

You're doing great work with the binding! I've updated my local working copy with your latest commit to se what happens. I have a java compilation error that is silly but prevents me from generatin...
megamarc Support 79 193,186 12-10-2020, 06:11 PM
    Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine

Hi! That's true, I haven't released it to the public yet because there are still some minor issues, but the bulk of the work is done. Here you can preview some of the samples running inside a we...
megamarc Support 14 26,081 12-31-2022, 08:28 PM
    Thread: Preguntas sobre funciones de tilengine
Post: RE: Preguntas sobre funciones de tilengine

Claro, yo las pruebas las hago también en modo ventana, y normalmente indicando un parámetro de escalado flags=tilengine.WindowFlags.S2, para que sólo me aplique un escalado x2 (si no le dices nada te...
megamarc Soporte 5 14,172 04-04-2020, 12:58 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 76,263 06-02-2018, 01:10 AM
    Thread: Tilengine on Java
Post: RE: Tilengine on Java

I think we're experiencing portability problems here. I cannot run my own TestWindow/TestPanel samples either, java gets complaining about crashes inside lots of innocent functions that otherwise work...
megamarc Support 79 193,186 12-10-2020, 08:50 PM
    Thread: Adding more blending modes
Post: RE: Adding more blending modes

Hi! Built-in blending tables are created in file Tables.c, in CreateBlendTables() function: https://github.com/megamarc/Tilengine/blob/effe3a778de747469f8c83b6452af66e5cad30a8/src/Tables.c#L20 To...
megamarc Support 3 8,958 05-09-2022, 08:55 PM
    Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine

Hi! Sorry for the delay, I've been out offline on Christmas holidays. I don't quite know emscripten to answer this question right now. The setup I have first compiles a static library libTilengi...
megamarc Support 14 26,081 01-11-2023, 12:52 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 49,591 06-02-2018, 01:19 AM
    Thread: Blending mode for this effect
Post: RE: Blending mode for this effect

Hi, I would do this effect in tilengine using the BLEND_ADD mode. A dark palette on the gradient overlay sprite would simulate faint light, brighter palette would simulate a more intense light. Pla...
megamarc Support 7 22,146 09-07-2018, 06:36 AM
    Thread: How to limit a line scroll to a certain part of the world?
Post: RE: How to limit a line scroll to a certain part o...

Hi! Cool effectyou did with the grass. Solving the issue is easy. You just have to compensate for the y offset. For example, if you scroll the world 10 pixels positive -so the layer moves upwards fr...
megamarc Game development topics 1 5,404 12-24-2021, 06:04 PM
    Thread: felicitaciones
Post: RE: felicitaciones

Hola Hokuto! Qué tal? Agradezco tus comentarios y observaciones. Cierto es que hay que mantener bajo el número de lenguajes. Yo personalmente estoy manteniendo 3: C, C# y Python. Los otros (Java...
megamarc Soporte 14 40,511 06-02-2018, 01:39 AM