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    Thread: Getting a Invaild Tileset Reference
Post: RE: Getting a Invaild Tileset Reference

megamarc Wrote: (11-13-2019, 10:29 PM) -- Learning C just to use Tilengine is overkill! Python is a much more friendly language. -- I suppose so, haha. Well, if you ever have the time to update the...
RootBeerKing Support 12 34,339 11-13-2019, 10:41 PM
    Thread: Getting a Invaild Tileset Reference
Post: RE: Getting a Invaild Tileset Reference

megamarc Wrote: (11-13-2019, 08:17 AM) -- Hi again, Spritesets are loaded from a pair of files with the same base name, different extension: a png file with all the sprites packed together (play...
RootBeerKing Support 12 34,339 11-13-2019, 08:27 AM
    Thread: Getting a Invaild Tileset Reference
Post: RE: Getting a Invaild Tileset Reference

megamarc Wrote: (11-13-2019, 09:50 PM) -- Done. The problem is that Tilengine doesn't load tilesets embedded inside tilemaps (something that Tiled editor itself can do), they must be exported as stan...
RootBeerKing Support 12 34,339 11-13-2019, 10:08 PM
    Thread: Tilengine step-by-step?
Post: RE: Tilengine step-by-step?

Yes, I wish the documentation(the step by step part) was complete as well, at least the stuff on the Raster effects and Sequences, as those are the two things I'm really lost on as a beginner, lol.
RootBeerKing Support 13 38,108 04-13-2020, 03:25 AM
    Thread: Tilengine step-by-step?
Post: RE: Tilengine step-by-step?

megamarc Wrote: (04-13-2020, 03:06 PM) -- I totally agree, the documentation should be better. Being the developer of Tilengine, I am the only one who can explain everything that can be done, I canno...
RootBeerKing Support 13 38,108 04-13-2020, 04:03 PM
    Thread: Tilengine step-by-step?
Post: RE: Tilengine step-by-step?

Richard Kain Wrote: (08-29-2020, 03:41 AM) --  After that a few basic tutorials on how to wrap Tilengine structures and procedures in a more OOP-friendly architecture would probably be a good idea. -...
RootBeerKing Support 13 38,108 08-31-2020, 02:51 AM
    Thread: Tilengine step-by-step?
Post: RE: Tilengine step-by-step?

Richard Kain Wrote: (09-02-2020, 02:44 AM) -- And as you point out, the fundamental nature of libraries like Tilengine is part of what makes them so flexible and modular. They can be compiled and run...
RootBeerKing Support 13 38,108 09-19-2020, 05:31 AM
    Thread: Basic Embedding
Post: RE: Basic Embedding

Hey Richard Kain, any plans on doing an embed of Tileengine for Godot Engine? That would be fantastic!
RootBeerKing Game development topics 43 127,534 11-10-2019, 10:54 PM
    Thread: Basic Embedding
Post: RE: Basic Embedding

megamarc Wrote: (11-11-2019, 06:01 PM) -- Hi RootBeerKing, For this to happen, Godot itself must expose a way to load external libraries and expose them an ARGB surface where to draw. Does Godot eng...
RootBeerKing Game development topics 43 127,534 11-11-2019, 07:53 PM
    Thread: Basic Embedding
Post: RE: Basic Embedding

Richard Kain Wrote: (11-12-2019, 04:06 PM) -- RootBeerKing Wrote: (11-10-2019, 10:54 PM) -- Hey Richard Kain, any plans on doing an embed of Tileengine for Godot Engine? -- It's a possibility, but...
RootBeerKing Game development topics 43 127,534 11-13-2019, 05:42 AM
    Thread: Basic Embedding
Post: RE: Basic Embedding

megamarc Wrote: (11-13-2019, 08:25 AM) -- The main reason to create Tilengine was the raster effects. It's the only open source engine that handles them properly as a core feature. Of course, if you'...
RootBeerKing Game development topics 43 127,534 11-13-2019, 08:42 AM