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    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 43 111,446 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 43 111,446 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 43 111,446 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 43 111,446 11-13-2019, 08:42 AM
    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 32,786 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 32,786 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 32,786 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 32,786 09-19-2020, 05:31 AM
    Thread: Getting a Invaild Tileset Reference
Post: Getting a Invaild Tileset Reference

Hello, I've been playing around with the sample files and I finally got around to trying to load some of my own artwork into the engine, however I have ran into an error that I'm not sure how to fix. ...
RootBeerKing Support 12 30,281 11-13-2019, 05:49 AM
    Thread: Getting a Invaild Tileset Reference
Post: RE: Getting a Invaild Tileset Reference

megamarc Wrote: (11-13-2019, 07:10 AM) -- Without having your artwork and the contents of the line you have changed, I can't tell the problem. However my guess is that you've produced 32-bit ARGB art...
RootBeerKing Support 12 30,281 11-13-2019, 07:35 AM
    Thread: Getting a Invaild Tileset Reference
Post: RE: Getting a Invaild Tileset Reference

megamarc Wrote: (11-13-2019, 07:43 AM) -- Of course, you can post the files here in the forum if you want. And also the modified Platformer.py -- I've attached a zip with all the files. Let me know...
RootBeerKing Support 12 30,281 11-13-2019, 07:51 AM
    Thread: Getting a Invaild Tileset Reference
Post: RE: Getting a Invaild Tileset Reference

megamarc Wrote: (11-13-2019, 06:04 PM) -- Hi again, I didn't try loading more assets as I saw the error with the sprites. I was going to try it now, but I'm on another computer and you've removed ...
RootBeerKing Support 12 30,281 11-13-2019, 09:25 PM
    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 30,281 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 30,281 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 30,281 11-13-2019, 10:08 PM
    Thread: Release 2.8.0 - revamped animation engine
Post: RE: Release 2.8.0 - revamped animation engine

Very nice update! This is a very good quality of life change. Can’t wait to play around with it. So if I understand correctly, can we now use one tmx file for multiple layers; instead of having to...
RootBeerKing News & Announcements 10 26,107 05-03-2020, 05:48 PM
    Thread: Release 2.8.0 - revamped animation engine
Post: RE: Release 2.8.0 - revamped animation engine

I’m using Pro Motion NG by Cosmigo. I’m not sure how common loading a palette from a png is in game development, but most pixel art editors have it as an option for outputting and inputting palett...
RootBeerKing News & Announcements 10 26,107 08-08-2020, 01:54 PM
    Thread: Release 2.8.0 - revamped animation engine
Post: RE: Release 2.8.0 - revamped animation engine

I’ve been thinking about tilengine again(as I often do), and I was reading through the updated docs and I was getting really excited to use Tilengine again, after a little break to learn more about C,...
RootBeerKing News & Announcements 10 26,107 08-07-2020, 12:00 AM
    Thread: Release 2.9.0 - World mode
Post: RE: Release 2.9.0 - World mode

Oh wow, this sounds like a very nice, and much needed update! It couldn't have came at a better time, as I've been racking my brain trying to figure out this exact problem for weeks now, lol. Can't wa...
RootBeerKing News & Announcements 8 22,475 03-16-2021, 08:32 PM
    Thread: Release 2.9.0 - World mode
Post: RE: Release 2.9.0 - World mode

Hey Marc, I'm running into an issue with loading a tmx file with the new TLN_LoadWorld function. I'm getting an Invalid Tileset reference error. The tmx file works fine with the old TLN_LoadTilemap fu...
RootBeerKing News & Announcements 8 22,475 03-18-2021, 01:26 PM