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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 |
2,863 |
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 |
2,863 |
04-04-2024, 03:18 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 |
2,851 |
12-02-2022, 06:36 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 |
2,688 |
08-17-2023, 03:41 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 |
2,411 |
08-09-2023, 01:57 AM |
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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 |
2,292 |
05-30-2023, 02:09 AM |
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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 |
2,233 |
11-13-2022, 03:18 AM |
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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 |
2,221 |
02-23-2024, 04:57 PM |
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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 |
2,182 |
12-21-2023, 09:06 PM |
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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 |
2,008 |
08-05-2023, 06:13 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 |
1,832 |
02-11-2023, 01:07 AM |
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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 |
1,773 |
11-01-2022, 05:30 PM |
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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 |
1,619 |
03-01-2024, 05:44 PM |