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Search Results
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Forum |
Replies |
Views
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Thread: Tilengine 2.12 released with tile & sprite 90º rotation
Post: Tilengine 2.12 released with tile & sprite 90º rot...
| Hi!
I've released version 2.12 that adds tile & sprite 90º rotation. It can be cloned from GitHub or downloaded prebuilt binaries from itch.io
Full blog entry is here:
https://megamarc.itch.i... |
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megamarc |
News & Announcements
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0 |
2,444 |
11-01-2022, 05:30 PM |
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Thread: Tilengine 2.14 with new layer window feature
Post: Tilengine 2.14 with new layer window feature
| Hi!
I've just released a new version that adds a per-layer window feature similar to the one pesent in SNES. Here is the full post with explanation and new samples to play with:
https://megamarc... |
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megamarc |
News & Announcements
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0 |
2,562 |
02-11-2023, 01:07 AM |
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Thread: How to create a framebuffer for use of external rendering
Post: RE: How to create a framebuffer for use of externa...
| Hi,
In plain C (not C++), void* pointer means "anything goes", it's like a placeholder that accepts any data. malloc won't break, it just returns a void* pointer, it doesn't care what are you using... |
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megamarc |
Support
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1 |
2,917 |
03-01-2024, 05:44 PM |
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Thread: Tilengine 2.13 with per-tile palette selector
Post: Tilengine 2.13 with per-tile palette selector
| Hi,
I've uploaded to itch.io and github release 2.13 of Tilengine, which adds the ability to use different palettes on each tile of a tilemap, just like actual 2D chipsets work. Here's the full blog ... |
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megamarc |
News & Announcements
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0 |
2,937 |
11-13-2022, 03:18 AM |
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Thread: Forum online again
Post: Forum online again
| Hi folks,
Forum has been offline since some days ago. Database reached file size limit of 3 Gb imposed by my ISP (Hostinger). Instead of sending an alert email, they locked database access to the f... |
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megamarc |
Forum issues
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0 |
3,015 |
08-05-2023, 06:13 PM |
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Thread: Animated isometric maps in Tilengine
Post: RE: Animated isometric maps in Tilengine
| Hi!
Thanks for sharing your work, very interesting tool!
Tilengine doesn't support diamond tiles because standard 2D chipsets don't support it, either. Classic isometric games running on console... |
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megamarc |
Game development topics
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1 |
3,448 |
05-30-2023, 02:09 AM |
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Thread: Origin of resources
Post: RE: Origin of resources
| Hi!
I don't create the resources myself, because I don't have drawing skills. Instead I use different sources:
itch.io free resources (mainly from https://ansimuz.itch.io/)
https://www.vgmaps.c... |
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megamarc |
Game development topics
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1 |
3,462 |
12-21-2023, 09:06 PM |
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Thread: Tile animation (ON/OFF switch case)
Post: RE: Tile animation (ON/OFF switch case)
| Hi!
I'm out on holidays now, but I'll consider it after I return. Right now there's no direct way to achieve the effect you want. It would require two new calls:
1. Query a tileset to get a list of ... |
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megamarc |
Support
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1 |
3,608 |
08-09-2023, 01:57 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 |
3,808 |
12-02-2022, 06:36 PM |
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Thread: Invalid object address is (nil)
Post: RE: Invalid object address is (nil)
| I don't know without giving proper information: tilengine version, error messages and source code causing the errors |
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megamarc |
Support
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1 |
3,899 |
05-25-2020, 05:42 PM |
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Thread: How blitting works
Post: RE: How blitting works
| Hi!
That's the reason, it's fixed point math. On low-end hardware, integer math is much faster than floating point. So the fractional accumulation is done in 16.16 fixed point, that is 16 bits for in... |
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megamarc |
Support
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2 |
3,999 |
02-23-2024, 04:57 PM |
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Thread: tile_info.type returning 0?
Post: RE: tile_info.type returning 0?
| Hi,
I can't reproduce the issue. Using your modified tileset and writing the following queries:
Code:
--
TLN_TileInfo tile_info = {0};
TLN_GetLayerTile (LAYER_FOREGROUND, 10*16,12*16, &tile_... |
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megamarc |
Support
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2 |
4,030 |
08-17-2023, 03:41 PM |
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Thread: V-Tilengine
Post: RE: V-Tilengine
| Hi!
Nice work, thanks for sharing here. I didn't know about V language, seems cool.
I've also updated README in GitHub to add V-Tilengine binding.
Regards, |
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megamarc |
Game development topics
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1 |
4,405 |
01-29-2023, 03:36 AM |
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Thread: Major refactor of Python Platformer
Post: Major refactor of Python Platformer
| Hi,
I've done a major refactoring of Tilengine's sister project Python Platformer (https://github.com/megamarc/TilenginePythonPlatformer). I've split it onto separate, reusable modules what was a sin... |
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megamarc |
News & Announcements
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0 |
4,587 |
06-25-2021, 10:21 PM |
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Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs
| Hi!
I've just returned from holidays and seen your post. Let me check it and answer soon.
The CRT issue happens when the front layer is scrolling, or just standing still?
I may need the "elis... |
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megamarc |
Support
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3 |
4,671 |
04-02-2024, 04:20 AM |
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Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs
| Hi,
I've found the explanation for both issues:
CRT filter
The problem here is that the background bitmap is smaller than the framebuffer. When thete's no background bitmap, each frame is cle... |
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megamarc |
Support
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3 |
4,671 |
04-04-2024, 03:18 AM |
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Thread: Fixed C# sample, added docs
Post: Fixed C# sample, added docs
| This is a small release update in GitHub and Windows packages:
* Windows install.bat: added copy of required dll files to C# samples folder. Itch.io files updated for download
* Fixed C# sample, a... |
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megamarc |
News & Announcements
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0 |
4,844 |
09-05-2017, 03:29 PM |
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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 |
4,883 |
11-24-2017, 05:26 AM |
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Thread: [Suggestion] Reziseable window on runtime, limited FPS, and shaders
Post: RE: [Suggestion] Reziseable window on runtime, lim...
| Hi!
I'm fine, thanks :-) hope you too.
1. Window resizing: It could be possible to change the window at runtime, of course. I limited the ability to dinamically resize it in order to keep consis... |
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megamarc |
Support
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2 |
4,908 |
04-05-2023, 01:05 AM |
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Thread: Tilengine 2.4.0 adds object layers
Post: Tilengine 2.4.0 adds object layers
| Release 2.4.0 introduces the new object layers, which consist of a list of sprite graphics that are displayed in certain positions. They are a hybrid between the layers of tiles and the sprites. Above... |
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megamarc |
News & Announcements
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0 |
4,961 |
05-10-2019, 05:16 PM |