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Post Author Forum Replies Views [desc] Posted
    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...
megamarc Support 1 1,620 03-01-2024, 05:44 PM
    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...
megamarc News & Announcements 0 1,773 11-01-2022, 05:30 PM
    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...
megamarc News & Announcements 0 1,832 02-11-2023, 01:07 AM
    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...
megamarc Forum issues 0 2,008 08-05-2023, 06:13 PM
    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...
megamarc Game development topics 1 2,182 12-21-2023, 09:06 PM
    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...
megamarc Support 2 2,221 02-23-2024, 04:57 PM
    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 ...
megamarc News & Announcements 0 2,233 11-13-2022, 03:18 AM
    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...
megamarc Game development topics 1 2,292 05-30-2023, 02:09 AM
    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 ...
megamarc Support 1 2,411 08-09-2023, 01:57 AM
    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_...
megamarc Support 2 2,688 08-17-2023, 03:41 PM
    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 2,851 12-02-2022, 06:36 PM
    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...
megamarc Support 3 2,863 04-02-2024, 04:20 AM
    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...
megamarc Support 3 2,863 04-04-2024, 03:18 AM
    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,
megamarc Game development topics 1 2,999 01-29-2023, 03:36 AM
    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
megamarc Support 1 3,040 05-25-2020, 05:42 PM
    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...
megamarc Support 2 3,427 04-05-2023, 01:05 AM
    Thread: Loading and setting palettes
Post: RE: Loading and setting palettes

Hi, Palette index 0 is always transparent, so its actual rgb value is ignored. What effect are you trying to achieve by manipulating index 0?
megamarc Support 2 3,501 05-29-2023, 07:45 AM
    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...
megamarc News & Announcements 0 3,917 06-25-2021, 10:21 PM
    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 4,050 12-24-2021, 06:04 PM
    Thread: Release 2.1 - Logging support
Post: Release 2.1 - Logging support

Hi, I've released version 2.1 that adds configurable logging messages to the standard output, to help tracing a Tilengine application and showing error messages in realtime instead to having to check...
megamarc News & Announcements 0 4,072 08-18-2018, 06:03 PM