07-07-2018, 09:40 AM
Hi Megamarc - I went on a tangent in my other post, and since it's a bit quiet here, I figured I'd make this a new post, as I'd like to get your thoughts on a couple things. I may have found a reason to play with Tilengine.
I've got plans to make "de-makes" where I do the simplest minature version of a game that I can. You can see my Alex Kidd link in the other thread. Eg. 64x64 resolution. This would scale up to fill whatever desktop resolution it's being played on, with black bars on the side.
Love2d.org looks very appealing, I was able to set up a quick test that did a fake low resolution scaled up to full screen and it plays MOD tracker music directly, which is a massive plus for me. It's also cross platform with no issue - ran the test demo I made on Linux and Windows 7 no problems.
On the down side: it doesn't handle pallettes as natively as Tilengine sounds like it does. You create any palette swapping (or maybe even animating) effects using shaders, and looks complicated and only a few people are doing trying it, so I'd be on my own in scary territory I think.
And unlike Tilengine, it doesn't come with pre built in support for common retro concepts like tiled sprite animations, tiled backgrounds, layers etc. so I'd have to make all that myself. (And of course it doesn't have your amazing scanline renderer.
Tilengine on the other hand: I haven't had time to experiment - building it with a sound library or anything to complete the framework. I figure SDL is fine for windowing, and you added more gamepad support.
I also haven't tried building cross platform between Windows and Linux with it, that's something I haven't put time into yet. But if I can do those things sucessfully, Tilengine will be the perfect fit for this endeavour.
Pretty much I need to set aside time to experiment, but I was hoping to hear your thoughts on how Love2D and Tilengine compare, and if you've sucessfully built a project for Linux that uses Tilengine.
I've got plans to make "de-makes" where I do the simplest minature version of a game that I can. You can see my Alex Kidd link in the other thread. Eg. 64x64 resolution. This would scale up to fill whatever desktop resolution it's being played on, with black bars on the side.
Love2d.org looks very appealing, I was able to set up a quick test that did a fake low resolution scaled up to full screen and it plays MOD tracker music directly, which is a massive plus for me. It's also cross platform with no issue - ran the test demo I made on Linux and Windows 7 no problems.
On the down side: it doesn't handle pallettes as natively as Tilengine sounds like it does. You create any palette swapping (or maybe even animating) effects using shaders, and looks complicated and only a few people are doing trying it, so I'd be on my own in scary territory I think.
And unlike Tilengine, it doesn't come with pre built in support for common retro concepts like tiled sprite animations, tiled backgrounds, layers etc. so I'd have to make all that myself. (And of course it doesn't have your amazing scanline renderer.
Tilengine on the other hand: I haven't had time to experiment - building it with a sound library or anything to complete the framework. I figure SDL is fine for windowing, and you added more gamepad support.
I also haven't tried building cross platform between Windows and Linux with it, that's something I haven't put time into yet. But if I can do those things sucessfully, Tilengine will be the perfect fit for this endeavour.
Pretty much I need to set aside time to experiment, but I was hoping to hear your thoughts on how Love2D and Tilengine compare, and if you've sucessfully built a project for Linux that uses Tilengine.