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Search Results
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Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine
| Hi Daniel!
Glad to know that new features are useful for your project :-)
I suppose that being on kickstarter puts quite some pression that is not good for a project that is being developed and fund... |
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megamarc |
Presentations
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23 |
62,905 |
10-10-2022, 07:18 PM |
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Thread: Tilengine 2.11 released
Post: RE: Tilengine 2.11 released
| Just updated Python binding for latest release:
https://github.com/megamarc/PyTilengine (https://github.com/megamarc/PyTilengine)
New features include:
Up to date with release 2.11
New load strate... |
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megamarc |
News & Announcements
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2 |
6,948 |
10-10-2022, 06:41 PM |
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Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine
| Hi Daniel,
I've pushed update 2.11.0 to GitHub, that adds the possibility of using up to 8 different tilesets on a single tiled layer.
Regards, |
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megamarc |
Presentations
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23 |
62,905 |
10-03-2022, 05:00 AM |
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Thread: Tilengine 2.11 released
Post: Tilengine 2.11 released
| Just released Tilengine 2.11 on GitHub and itch.io. This release enables tiled layers to be composed of up to 8 different tilesets each one.
Here is the full post:
https://megamarc.itch.io/tilen... |
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megamarc |
News & Announcements
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2 |
6,948 |
10-02-2022, 02:04 AM |
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Thread: Palette attribute per tile
Post: RE: Palette attribute per tile
| You should modify the loader in LoadTilemap.c to load a custom property from Tiled called "palette" for example. Use this property to set an integer value with the palette index, and store this value ... |
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megamarc |
Support
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11 |
25,712 |
08-11-2022, 04:11 PM |
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Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine
| Hi Daniel!
How are you doing? I've seek Kickstarter trailer in Steam for Falconet, and gameplay looks cooler than ever!
https://store.steampowered.com/app/1803070/Falconet/
Let me know if you... |
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megamarc |
Presentations
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23 |
62,905 |
08-10-2022, 08:03 PM |
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Thread: Palette attribute per tile
Post: RE: Palette attribute per tile
| No doubt you'll have segfaults while developing features! :P I often suffer them, too, so it's normal. Unmanaged languages with direct memory access like C are very prone to trigger them during devel... |
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megamarc |
Support
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11 |
25,712 |
08-10-2022, 07:54 PM |
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Thread: Palette attribute per tile
Post: RE: Palette attribute per tile
| To fully support per-tile palette, you should modify DrawLayerScanline(), DrawLayerScanlineScaling(), DrawLayerScanlineAffine() and DrawLayerScanlinePixelMapping(). Each one is responsible of the diff... |
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megamarc |
Support
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11 |
25,712 |
08-10-2022, 03:28 PM |
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Thread: Palette attribute per tile
Post: RE: Palette attribute per tile
| Hi again,
The renderer should know which palette to use for each tile based on the palette index bits, in the same way it knows what graphic to draw based on its tile index bits. To keep backwards ... |
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megamarc |
Support
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11 |
25,712 |
08-09-2022, 02:52 PM |
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Thread: Palette attribute per tile
Post: RE: Palette attribute per tile
| Hi!
I've thougth about this feature some time ago. To implement this, there should be a global store of slotted palettes -layers and sprites are slotted, but palettes are dinamically managed-. So y... |
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megamarc |
Support
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11 |
25,712 |
08-09-2022, 01:18 AM |
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Thread: A GUI for ResourcePacker
Post: RE: A GUI for ResourcePacker
| Hi!
Great work with this project, I'll update ResourcePacker original project to point out the existence of a GUI. Thanks for your contribution!
Sorry for the delay in responding, due to the m... |
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megamarc |
Presentations
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1 |
6,887 |
08-02-2022, 12:50 AM |
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Thread: Adding more blending modes
Post: RE: Adding more blending modes
| Hi!
Built-in blending tables are created in file Tables.c, in CreateBlendTables() function:
https://github.com/megamarc/Tilengine/blob/effe3a778de747469f8c83b6452af66e5cad30a8/src/Tables.c#L20
To... |
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megamarc |
Support
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3 |
9,722 |
05-09-2022, 08:55 PM |
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Thread: Tilengine Anim Suite
Post: RE: Tilengine Anim Suite
| Hi!
Good work, and thanks for your contribution! :)
Nowadays the .sqx format is only used for color cycle animation, but is kept for backwards compatibility with old code.
There's a function c... |
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megamarc |
Presentations
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4 |
12,163 |
05-08-2022, 04:33 PM |
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Thread: Spam on the English forums
Post: RE: Spam on the English forums
| Hi,
You're right, spammers are a pain in the ass. I'm constantly cherry-picking their posts and doing permanent ban on them, but they keep returning with new users. I've done a cleaning right now.
I... |
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megamarc |
Forum issues
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1 |
6,303 |
04-30-2022, 07:54 AM |
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Thread: Multiple Sprite Sheets?
Post: RE: Multiple Sprite Sheets?
| Hi,
You can have as many spritesets as you want, just remember to call TLN_SetSpriteSet() (http://www.tilengine.org/doc/group__sprite.html#ga77217fa75191003ce10d64b7c2a4d8da) to select which is the a... |
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megamarc |
Support
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2 |
7,458 |
04-30-2022, 07:45 AM |
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Thread: [Suggestion] Getting the positions of a layer
Post: RE: [Suggestion] Getting the positions of a layer
| Hi!
Quite well. I would simplify it in two places:
1. Having layer width or height to 0 si not illegal, it just means the layer hasn't been yet setup. It should be returned as is, without settin... |
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megamarc |
Support
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8 |
22,646 |
04-12-2022, 12:47 AM |
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Thread: CsTilengine for version 2.9.5
Post: RE: CsTilengine for version 2.9.5
| I agree. One main reason for using direct 1:1 bindings is reuse of documentation and existing knowledge of the orifinal API. With this model there is a single API for all languages, that makes it stra... |
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megamarc |
Presentations
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6 |
18,758 |
04-09-2022, 05:11 PM |
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Thread: [Suggestion] Getting the positions of a layer
Post: RE: [Suggestion] Getting the positions of a layer
| Hi!
This is a good suggestion indeed. You suggest to enable standard getters for sprite and layer position. No problem.
Right place may be on github, opening an issue there, but I pay etention h... |
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megamarc |
Support
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8 |
22,646 |
03-09-2022, 02:37 AM |
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Thread: code blocks and compile
Post: RE: code blocks and compile
| Hi!
This is a runtime error caused by mismatching 32 and 64 binaries. You have built a 32-bit executable and placed it alongside 64-bit dlls, or vice-versa. Make sure you're match the same architectu... |
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megamarc |
Support
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2 |
6,882 |
03-04-2022, 05:14 PM |
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Thread: Morgana retro Dungeon Crawler (uses Tilengine)
Post: RE: Morgana retro Dungeon Crawler (uses Tilengine)
| Hi Jaume,
May I help? I know the engine and you already have a sample of my work :) Send me a private message in case you're interested. I have experience. |
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megamarc |
Game development topics
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59 |
179,328 |
02-23-2022, 04:20 AM |