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Vertical callback or per pixel callback : I understand/How does Tilengine work?
#13
(08-29-2023, 09:41 PM)megamarc Wrote: Hi!

I've updated Tilengine binaries at itch.io. In addition to the initial black screen fix, I've implemented TLN_GetPaletteNumColors() following your suggestion. I understand the Nim binding may need this number, but if you passed a color index greater than available to a given palette function, it would fail setting TLN_ERR_IDX_PALETTE global error without crashing.

Cool to know you're going to use Tilengine in your school project! What are you stidying? What kind of game prototype are you planning to build?

Hi! Thanks for the update! I will try this!
I study programming and I'm working on an online multiplayer Shoot 'Em Up right now. Sometimes it's fun, sometimes it's pain. It's quite painful for now because in title screen and lobby, I use Layer 1 and 2, and in a level I don't use Layer 2. At each room initialization (including title screen and lobby) I clean all the tilemaps with a NULL check to avoid a double free, however, when I don't use this Layer 2, I have a segfault unless I remove the code that cleans tilemap (BAD PRACTICE! LEADS TO MEMORY LEAKS!)

Is there a manipulation I need to do before cleaning tilemaps? Especially when I don't use a layer? Thanks for your answer!

Edit : it often happens when I go to fullscreen mode.
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RE: Vertical callback or per pixel callback : I understand/How does Tilengine work? - by System64 - 08-30-2023, 01:38 AM

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