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    Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...

megamarc Wrote: (08-25-2017, 05:42 AM) -- You're right, the user input mechanism is very simplistic. Straightforward, but very limited. Originally I designed tilengine to be just a back-end renderer ...
Daniel H. Support 22 74,823 05-30-2018, 05:26 AM
    Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...

Myself and a designer are planning a twin-stick shooter tank game. We were really pleased when we came across Tilengine because it has the exact style we were looking for. I am currently in the proces...
Daniel H. Support 22 74,823 05-31-2018, 04:20 AM
    Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...

SDL definitely looks like a good option. And Tilengine will fit in very well with the existing game for the sprites and the maps. I made a very rudimentary tilemap editor using text files. Fortunately...
Daniel H. Support 22 74,823 06-15-2018, 04:55 AM
    Thread: Multiple Gamepad inputs? And a couple more buttons?
Post: RE: Multiple Gamepad inputs? And a couple more but...

Hi Marc, I'm well, thanks! And thanks for asking about the game development :) We decided to write our game from scratch using Python, which was one of the ideas I previously mentioned. But I am st...
Daniel H. Support 22 74,823 06-27-2018, 03:56 AM
    Thread: Falconet - Made with Tilengine
Post: Falconet - Made with Tilengine

Greetings Tilengine community! I wanted to share some work I have been doing using Tilengine. It's a game called Falconet which is currently under development. The alpha build gameplay footage was r...
Daniel H. Presentations 23 55,804 01-30-2021, 01:59 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi Marc, We are making steady progress. Thanks for asking! I'll start posting more updates on this thread. For now, you can take a look at our latest devlog: https://youtu.be/Iprip9oDBYs
Daniel H. Presentations 23 55,804 03-06-2021, 02:50 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi everyone! We are excited to announce that the first playable demo has been released. Head over to itch.io to download and try out Falconet https://irukasoftware.itch.io/falconet We look forwa...
Daniel H. Presentations 23 55,804 04-03-2021, 04:25 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi Marc, Thanks so much for the feedback! Quote: -- Correct me if I'm wrong, but is the map a closed square that can't be escaped? I can't get to any exit, there are invisible walls along all t...
Daniel H. Presentations 23 55,804 04-06-2021, 04:59 PM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Great, good to know. Will will be making use of the parallax layers later on in development. And the updated Python bindings will help a lot too!
Daniel H. Presentations 23 55,804 04-07-2021, 09:01 PM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

New Falconet devlog video: https://www.youtube.com/watch?v=R8GeoPmyV8Q
Daniel H. Presentations 23 55,804 06-12-2021, 03:03 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Yes, we wanted to be true to the collision detection of old games and give it an authentic feel :)
Daniel H. Presentations 23 55,804 06-22-2021, 04:53 PM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

A new devlog with new enemies! https://www.youtube.com/watch?v=cVOMhYR_wJ8
Daniel H. Presentations 23 55,804 07-31-2021, 01:03 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi everyone, We have released an update of our alpha build which is available for download https://irukasoftware.itch.io/falconet Some of the updates include: - An all-new level - 3 new enemies with...
Daniel H. Presentations 23 55,804 09-16-2021, 01:12 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi Marc, We did have to implement a few workarounds and disable a few controls in Tilengine windowing to get it working using a controller from another source. But in our latest release I opted out...
Daniel H. Presentations 23 55,804 10-18-2021, 11:39 PM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi Marc, Thanks for doing some play tests :) We have a new release that fixes that issue with the XInput controller. https://irukasoftware.itch.io/falconet/devlog/299640/v0101-alpha We did have to ...
Daniel H. Presentations 23 55,804 10-05-2021, 03:20 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi there! The splash screens are simply bitmap images that I display using TLN_LoadBitmap and then calling TLN_SetBGBitmap. That pretty much it. It's by no means how it will be in the final prod...
Daniel H. Presentations 23 55,804 01-19-2022, 12:31 AM
    Thread: Falconet - Made with Tilengine
Post: RE: Falconet - Made with Tilengine

Hi Marc, Thanks for much for taking the time to add that update! I see you also updated it so that animations can be paused :) All these features make things much easier for us. With regards to ...
Daniel H. Presentations 23 55,804 10-09-2022, 01:49 AM
    Thread: Sprite Rotation
Post: Sprite Rotation

I see in the documentation that there is a flag for setting the sprite rotation. However, there is a comment next to FLAG_ROTATE that says "unsupported, Tilted compatibility".  Does this mean that ...
Daniel H. Support 13 41,696 05-18-2018, 04:14 AM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

Thanks for the response. I enjoy reading some of these threads where you guys share your knowledge of retro games. It's very interesting. So how does it work with 45º rotation? Would one have to ju...
Daniel H. Support 13 41,696 05-30-2018, 05:40 AM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

I can only imagine how tough that Contra 3 boss battle must've been to code! I'm sure those early game developers were very creative individuals.
Daniel H. Support 13 41,696 06-27-2018, 04:06 AM