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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
megamarc Wrote: (12-03-2023, 06:26 PM)
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Hi!
Sorry for the long delay.
In my development branch I use VSYNC for window creation and get correct behavior in both Firefox and Edge. I haven' trie... |
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System64 |
Support
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14 |
10,891 |
12-04-2023, 12:08 AM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
Hi!
I try to add Emscripten support for the latest version of Tilengine.
However, it runs waaaaaay too fast, even with VSync enabled, and I have a division by zero crash when I use the no vsync fl... |
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System64 |
Support
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14 |
10,891 |
11-13-2023, 05:27 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (09-19-2023, 12:15 AM)
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There's a list that stores, for each sprite, what index to draw next after the current one. It also stores the first sprite to draw. When you need fine contr... |
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System64 |
Support
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29 |
16,359 |
09-19-2023, 02:09 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (09-18-2023, 04:34 PM)
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Yes! That's it
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Totally makes sense! But how do you manage sprite drawing? They are not necessary in order. You probably use an array for storing sprites... |
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System64 |
Support
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29 |
16,359 |
09-18-2023, 06:21 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (09-18-2023, 03:31 AM)
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There are four passes, on each pass only effective items for that pass are drawn.
So the first pass of sprites only renders regular sprites, and the secon... |
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System64 |
Support
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29 |
16,359 |
09-18-2023, 09:03 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (09-17-2023, 06:59 PM)
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Hi!
From top priority to least priority, the draw stack is:
Top -> Priority sprites
Priority tiles
Regular spri... |
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System64 |
Support
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29 |
16,359 |
09-17-2023, 08:22 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
Hi, sorry I didn't do the minimal reproductible exemple but I will do this as soon as possible.
But I wonder something, how does sprite display work? Both sprites and tiles also have priority, so, sp... |
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System64 |
Support
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29 |
16,359 |
09-16-2023, 11:16 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (09-01-2023, 02:04 AM)
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Unfortunately yes, I can only give support for Tilengine itself, not for other bindings. But I can take a look, maybe I can see something suspicious
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For... |
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System64 |
Support
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29 |
16,359 |
09-01-2023, 02:47 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-31-2023, 07:09 PM)
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Hi,
To debug this particular issue I should have acces to full project (code with assets). You can send it via PM if you want
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Is it a problem if the ... |
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System64 |
Support
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29 |
16,359 |
09-01-2023, 01:21 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-30-2023, 08:53 PM)
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Hi!
You can do this as long as you first call:
Code:
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TLN_DisableLayer(myLayer)
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If not, you'll be deleting a resource that is attached to an ... |
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System64 |
Support
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29 |
16,359 |
08-30-2023, 08:59 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-30-2023, 06:18 PM)
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Hi,
As a general rule, there are two things to take into account when dealing with resources:
1. Don't delete a resource you don't own.
You own a re... |
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System64 |
Support
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29 |
16,359 |
08-30-2023, 08:38 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-29-2023, 09:41 PM)
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Hi!
I've updated Tilengine binaries at itch.io. In addition to the initial black screen fix, I've implemented TLN_GetPaletteNumColors() following your sugge... |
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System64 |
Support
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29 |
16,359 |
08-30-2023, 01:38 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-27-2023, 03:10 AM)
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Hi!
I want to apologize if I sounded rude for not providing support on other languages, but that's the truth. I know that Nim transpiles to C (and Javascr... |
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System64 |
Support
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29 |
16,359 |
08-27-2023, 04:20 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-26-2023, 01:11 AM)
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Hi!
Sorry, I can't give advice on reimplementing Tilengine in another language I don't know. I can however add new features based on suggestions, or fix exi... |
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System64 |
Support
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29 |
16,359 |
08-26-2023, 05:43 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-23-2023, 02:54 PM)
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Hi!
Basic scaling (Neo-Geo style) is quite cheap, if fact zoomed-in layers have more pixel throughput than regular layers, because as each tile covers mor... |
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System64 |
Support
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29 |
16,359 |
08-23-2023, 06:01 PM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-19-2023, 04:28 PM)
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Hi!
There are two things that kill performance on a CPU: branching (i.e. conditionals) and scattered memory fetches. Writing a pixel -that is, writing a mem... |
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System64 |
Support
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29 |
16,359 |
08-20-2023, 08:32 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
megamarc Wrote: (08-19-2023, 04:56 AM)
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Hi!
The Commodore Amiga has a totally different architecture compared to consoles and arcade boards, the ones that inspired Tilengine design.
The Amiga do... |
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System64 |
Support
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29 |
16,359 |
08-19-2023, 05:16 AM |
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Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: Vertical callback or per pixel callback : I unders...
Hi!
I wondered why Tilengine didn't have vertical raster effects or per pixel effects while the Commodore Amiga can do stuff each 8 pixels, or less in demos.
Well, I try to create my own graphics ... |
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System64 |
Support
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29 |
16,359 |
08-18-2023, 01:19 AM |
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Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...
Hi, I found the code, it is quite simple. I read a binary file that contains the colors :
Code:
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import std/streams
import Tilengine/Tilengine
import strutils
proc readInts(path: string): seq[u... |
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System64 |
Game development topics
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13 |
9,867 |
08-06-2023, 08:03 AM |
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Thread: Tile animation (ON/OFF switch case)
Post: Tile animation (ON/OFF switch case)
Hi, I have some questions about tile animations.
I am trying to make an ON/OFF switch gimmick like what you can find in Super Mario Maker 2 :
https://youtu.be/nvZY8_jka4k
In my case, the state ... |
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System64 |
Support
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1 |
1,564 |
08-06-2023, 07:55 AM |