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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... |
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megamarc |
Soporte
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35 |
91,843 |
02-25-2019, 05:56 PM |
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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... |
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megamarc |
Soporte
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5 |
14,172 |
04-03-2020, 09:02 PM |
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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 |
76,263 |
05-30-2018, 06:30 AM |
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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. |
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megamarc |
Support
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13 |
42,465 |
09-05-2018, 06:28 AM |
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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... |
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megamarc |
Soporte
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4 |
12,854 |
04-03-2020, 09:16 PM |
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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... |
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megamarc |
Presentations
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4 |
10,986 |
05-08-2022, 04:33 PM |
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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 |
42,465 |
05-30-2018, 06:39 AM |
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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... |
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megamarc |
Support
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1 |
4,161 |
12-02-2022, 06:36 PM |
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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... |
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megamarc |
Support
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16 |
39,731 |
12-10-2020, 05:34 PM |
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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... |
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megamarc |
Support
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79 |
193,186 |
12-10-2020, 06:11 PM |
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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... |
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megamarc |
Support
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14 |
26,081 |
12-31-2022, 08:28 PM |
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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... |
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megamarc |
Soporte
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5 |
14,172 |
04-04-2020, 12:58 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 |
76,263 |
06-02-2018, 01:10 AM |
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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... |
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megamarc |
Support
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79 |
193,186 |
12-10-2020, 08:50 PM |
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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... |
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megamarc |
Support
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3 |
8,958 |
05-09-2022, 08:55 PM |
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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... |
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megamarc |
Support
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14 |
26,081 |
01-11-2023, 12:52 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 |
49,591 |
06-02-2018, 01:19 AM |
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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... |
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megamarc |
Support
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7 |
22,146 |
09-07-2018, 06:36 AM |
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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... |
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megamarc |
Game development topics
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1 |
5,404 |
12-24-2021, 06:04 PM |
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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... |
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megamarc |
Soporte
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14 |
40,511 |
06-02-2018, 01:39 AM |