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Search Results
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Thread: Duff's devices
Post: RE: Duff's devices
| Hi!
Thanks for the post, it's an interesting technique to gain performance. Blitters should benefit from this approach, because they're tight loops with one or two checks per pixel (coverage and leng... |
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megamarc |
Support
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1 |
2,087 |
01-25-2025, 06:50 PM |
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Thread: Struct padding
Post: RE: Struct padding
| Hi!
When arranging structs in C, to maximize packing it's recommended to group members by type size, starting from the biggest one down to the smallest one. On the contrary, mixing types leads to h... |
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megamarc |
Support
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2 |
2,743 |
02-07-2025, 03:27 AM |
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Thread: Tilengine 2.12 released with tile & sprite 90º rotation
Post: Tilengine 2.12 released with tile & sprite 90º rot...
| Hi!
I've released version 2.12 that adds tile & sprite 90º rotation. It can be cloned from GitHub or downloaded prebuilt binaries from itch.io
Full blog entry is here:
https://megamarc.itch.i... |
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megamarc |
News & Announcements
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0 |
3,131 |
11-01-2022, 05:30 PM |
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Thread: Tilengine 2.14 with new layer window feature
Post: Tilengine 2.14 with new layer window feature
| Hi!
I've just released a new version that adds a per-layer window feature similar to the one pesent in SNES. Here is the full post with explanation and new samples to play with:
https://megamarc... |
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megamarc |
News & Announcements
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0 |
3,326 |
02-11-2023, 01:07 AM |
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Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks
| Hi,
I can't reproduce what you describe. You can disable or enable layers inside raster callbacks, and they keep in that state until you change it. Take into account that setting the type of layer ... |
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megamarc |
Support
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4 |
3,669 |
03-01-2025, 05:54 PM |
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Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks
| Hi,
Can you provide a working example that reproduces the issue, with source code and assets and the following information?
Windows architecture (32 or 64 bits)
.NET version
Thanks, |
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megamarc |
Support
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4 |
3,669 |
03-08-2025, 06:21 PM |
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Thread: Tilengine 2.13 with per-tile palette selector
Post: Tilengine 2.13 with per-tile palette selector
| Hi,
I've uploaded to itch.io and github release 2.13 of Tilengine, which adds the ability to use different palettes on each tile of a tilemap, just like actual 2D chipsets work. Here's the full blog ... |
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megamarc |
News & Announcements
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0 |
3,705 |
11-13-2022, 03:18 AM |
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Thread: How to create a framebuffer for use of external rendering
Post: RE: How to create a framebuffer for use of externa...
| Hi,
In plain C (not C++), void* pointer means "anything goes", it's like a placeholder that accepts any data. malloc won't break, it just returns a void* pointer, it doesn't care what are you using... |
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megamarc |
Support
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1 |
3,984 |
03-01-2024, 05:44 PM |
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Thread: Forum online again
Post: Forum online again
| Hi folks,
Forum has been offline since some days ago. Database reached file size limit of 3 Gb imposed by my ISP (Hostinger). Instead of sending an alert email, they locked database access to the f... |
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megamarc |
Forum issues
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0 |
4,063 |
08-05-2023, 06:13 PM |
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Thread: Animated isometric maps in Tilengine
Post: RE: Animated isometric maps in Tilengine
| Hi!
Thanks for sharing your work, very interesting tool!
Tilengine doesn't support diamond tiles because standard 2D chipsets don't support it, either. Classic isometric games running on console... |
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megamarc |
Game development topics
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1 |
4,471 |
05-30-2023, 02:09 AM |
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Thread: Origin of resources
Post: RE: Origin of resources
| Hi!
I don't create the resources myself, because I don't have drawing skills. Instead I use different sources:
itch.io free resources (mainly from https://ansimuz.itch.io/)
https://www.vgmaps.c... |
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megamarc |
Game development topics
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1 |
4,496 |
12-21-2023, 09:06 PM |
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Thread: Tile animation (ON/OFF switch case)
Post: RE: Tile animation (ON/OFF switch case)
| Hi!
I'm out on holidays now, but I'll consider it after I return. Right now there's no direct way to achieve the effect you want. It would require two new calls:
1. Query a tileset to get a list of ... |
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megamarc |
Support
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1 |
4,521 |
08-09-2023, 01:57 AM |
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Thread: Invalid object address is (nil)
Post: RE: Invalid object address is (nil)
| I don't know without giving proper information: tilengine version, error messages and source code causing the errors |
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megamarc |
Support
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1 |
4,536 |
05-25-2020, 05:42 PM |
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Thread: Scaling to fake camera zoom effect?
Post: RE: Scaling to fake camera zoom effect?
| Hi!
Of course it's possible, but you have to coordinate the scaling of background and sprites.
Background scaling is done with TLN_SetLayerScaling() (https://www.tilengine.org/doc/group__layer.html... |
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megamarc |
Support
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1 |
4,859 |
12-02-2022, 06:36 PM |
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Thread: tile_info.type returning 0?
Post: RE: tile_info.type returning 0?
| Hi,
I can't reproduce the issue. Using your modified tileset and writing the following queries:
Code:
--
TLN_TileInfo tile_info = {0};
TLN_GetLayerTile (LAYER_FOREGROUND, 10*16,12*16, &tile_... |
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megamarc |
Support
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2 |
5,178 |
08-17-2023, 03:41 PM |
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Thread: Major refactor of Python Platformer
Post: Major refactor of Python Platformer
| Hi,
I've done a major refactoring of Tilengine's sister project Python Platformer (https://github.com/megamarc/TilenginePythonPlatformer). I've split it onto separate, reusable modules what was a sin... |
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megamarc |
News & Announcements
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0 |
5,253 |
06-25-2021, 10:21 PM |
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Thread: How blitting works
Post: RE: How blitting works
| Hi!
That's the reason, it's fixed point math. On low-end hardware, integer math is much faster than floating point. So the fractional accumulation is done in 16.16 fixed point, that is 16 bits for in... |
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megamarc |
Support
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2 |
5,313 |
02-23-2024, 04:57 PM |
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Thread: Release 1.18
Post: Release 1.18
| New engine features:
Vastly improved user input: 6 action buttons, start button, up to four simultaneous players. Key bindings and joystick buttons can be redefined. Introduces TLN_EnableInput(), TLN_... |
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megamarc |
News & Announcements
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0 |
5,483 |
11-24-2017, 05:26 AM |
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Thread: Fixed C# sample, added docs
Post: Fixed C# sample, added docs
| This is a small release update in GitHub and Windows packages:
* Windows install.bat: added copy of required dll files to C# samples folder. Itch.io files updated for download
* Fixed C# sample, a... |
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megamarc |
News & Announcements
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0 |
5,528 |
09-05-2017, 03:29 PM |
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Thread: Tilengine 2.4.0 adds object layers
Post: Tilengine 2.4.0 adds object layers
| Release 2.4.0 introduces the new object layers, which consist of a list of sprite graphics that are displayed in certain positions. They are a hybrid between the layers of tiles and the sprites. Above... |
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megamarc |
News & Announcements
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0 |
5,609 |
05-10-2019, 05:16 PM |