09-11-2018, 08:52 AM
Thanks, megamarc. I've got a few websites of my own. Some of this will probably find its way to those sites in the future, as more formal tutorials with some graphics and better writing. But time is limited, and I've got a lot on my plate, so I'm not really in any rush.
To be honest, one of the first things I thought of when poking around at Tilengine is that it would be a really great basis for developing some kick-ass point-and-click adventure games. I saw some of the color-cycling demos, and was struck by how low-res backgrounds could look so beautiful with the right palette animations. (and some phenomenal painting) When I started digging deeper into the code, I noticed that the input mapping for mouse support was limited in the bare-bones Tilengine windowing implementation. That's when I thought of wrapping Tilengine inside another engine, such as PyGame. I had already been playing around with PyGame, and had managed to cook up a custom scaling system for low-res games, as well as some basic mouse-management. With embedding of this style, I could easily use all of that work in conjunction with Tilengine.
To be honest, one of the first things I thought of when poking around at Tilengine is that it would be a really great basis for developing some kick-ass point-and-click adventure games. I saw some of the color-cycling demos, and was struck by how low-res backgrounds could look so beautiful with the right palette animations. (and some phenomenal painting) When I started digging deeper into the code, I noticed that the input mapping for mouse support was limited in the bare-bones Tilengine windowing implementation. That's when I thought of wrapping Tilengine inside another engine, such as PyGame. I had already been playing around with PyGame, and had managed to cook up a custom scaling system for low-res games, as well as some basic mouse-management. With embedding of this style, I could easily use all of that work in conjunction with Tilengine.