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Thread: Blending mode for this effect
Post: RE: Blending mode for this effect
| Arguably prettier than the TimeSpinner screenshot - because that is actual additive blending, while the original TimeSpinner one is just a transparency! |
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Domarius |
Support
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7 |
23,365 |
09-08-2018, 11:29 PM |
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Thread: Blending mode for this effect
Post: RE: Blending mode for this effect
| I think that game is using an alpha channel for that - but having an alpha channel would be outside the scope of 16 bit hardware, and Tilengine, I would think... the SNES just used blending effects pe... |
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Domarius |
Support
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7 |
23,365 |
09-08-2018, 06:45 AM |
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Thread: TLN_SetSpriteBlendMode to highlight items
Post: RE: TLN_SetSpriteBlendMode to highlight items
| I'd say the palette swapping method was the traditional approach.
In my game I just released, Jump-n-Bump (https://www.domariusgames.com/jump-n-bump), each menu option is a sprite with 2 frames of ... |
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Domarius |
Support
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10 |
33,800 |
09-06-2018, 03:05 PM |
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Thread: Sprite Rotation
Post: RE: Sprite Rotation
| Hahah, maybe someone could make a "Super FX Chip" add-on for Tilengine :) |
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Domarius |
Support
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13 |
45,044 |
09-06-2018, 02:59 PM |
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Thread: Feature request: Load png and mp3 from packed files
Post: RE: Feature request: Load png and mp3 from packed ...
| I notice a lot of games just write their own pack format, which is just stringing the data of the files end to end with some sort of table of contents at the top. |
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Domarius |
Support
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3 |
12,418 |
09-03-2018, 10:44 PM |
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Thread: License support for consoles
Post: RE: License support for consoles
| Wow that is pretty interesting actually... and a shame. GreysonStorm, is your name referencing Jason Storm, a popular DOS game, by any chance?
And I'd be keen to follow the development of this XBo... |
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Domarius |
Support
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9 |
16,856 |
09-03-2018, 10:39 PM |
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Thread: License support for consoles
Post: RE: License support for consoles
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greysonstorm Wrote: (08-31-2018, 09:48 PM)
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Domarius Wrote: (08-31-2018, 05:07 PM)
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Hahah... if he doesn't have the patience to wait a few days for a response on a forum, then it's unlikely he h... |
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Domarius |
Support
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9 |
16,856 |
09-02-2018, 11:30 AM |
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Thread: License support for consoles
Post: RE: License support for consoles
| Hahah... if he doesn't have the patience to wait a few days for a response on a forum, then it's unlikely he has the patience to make a video game, in ANY engine! :D |
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Domarius |
Support
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9 |
16,856 |
08-31-2018, 05:07 PM |
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Thread: C# sample attempted to read or write protected memory.
Post: RE: C# sample attempted to read or write protected...
| I got the C# sample to run... I wonder if you set up the project correctly? Or if something changed in the Tilengine downloads since I tried it... |
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Domarius |
Support
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13 |
42,329 |
08-25-2018, 05:29 PM |
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Thread: Dynamic circle effect from Contra 3 / Probotector
Post: RE: Dynamic circle effect from Contra 3 / Probotec...
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megamarc Wrote: (08-20-2018, 09:07 PM)
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I found the response to the scaling keyhole/circle transition! It's in one of the documents at https://wiki.superfamicom.org/ pointed by @RexyDallas
It's ... |
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Domarius |
Support
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10 |
18,055 |
08-25-2018, 05:27 PM |
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Thread: Tilengine doesn't like certain PNGs?
Post: RE: Tilengine doesn't like certain PNGs?
| Ah, that is obvious now that it's mentioned... :) Thanks. |
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Domarius |
Support
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3 |
12,251 |
08-20-2018, 05:44 AM |
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Thread: Dynamic circle effect from Contra 3 / Probotector
Post: RE: Dynamic circle effect from Contra 3 / Probotec...
| Whoa that website is a good find, thanks @RexyDallas :)
I suppose in both of these cases, to create the gigantic circle that fills the screen without looking pixelated (the bomb or the circle part ... |
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Domarius |
Support
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10 |
18,055 |
08-20-2018, 05:35 AM |
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Thread: Help Getting Started
Post: RE: Help Getting Started
| Once you have that, make sure you read up on how to set up a project when linking to an external library. |
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Domarius |
Support
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4 |
14,912 |
08-20-2018, 05:29 AM |
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Thread: Lerp and int/float conversions
Post: RE: Lerp and int/float conversions
| I reckon I will next I'm watching...
Well I know what's involved in animating something like that, and I watched one where a graphic accurately tracked the path of a character moving through a map - ... |
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Domarius |
Support
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11 |
38,837 |
08-20-2018, 04:50 AM |
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Thread: Dynamic circle effect from Contra 3 / Probotector
Post: RE: Dynamic circle effect from Contra 3 / Probotec...
| I imagine you can draw a circle one line at a time by stopping and starting drawing at the right point for each line. Perhaps the SNES had this level of control per line?
Ah yes I know the Super M... |
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Domarius |
Support
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10 |
18,055 |
08-16-2018, 08:04 AM |
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Thread: Dynamic circle effect from Contra 3 / Probotector
Post: Dynamic circle effect from Contra 3 / Probotector
| So, this perfect circle shield, pulsating (time code linked)
https://youtu.be/hGUw3C0XzWI?t=25
And this expanding perfect circle, flashing (time code linked)
https://youtu.be/hGUw3C0XzWI?t=887
... |
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Domarius |
Support
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10 |
18,055 |
08-08-2018, 07:28 PM |
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Thread: Lerp and int/float conversions
Post: RE: Lerp and int/float conversions
| Glad you like it - I think it's amazing that he visually animates everything he talks about. Some of them there's no way he's doing it by hand, it has to be programmatically somehow... |
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Domarius |
Support
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11 |
38,837 |
08-08-2018, 06:44 AM |
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Thread: Tilengine doesn't like certain PNGs?
Post: Tilengine doesn't like certain PNGs?
| My level just displayed completely black - until I replaced the PNG of the tileset (tiles.png).
The problem is definitely the PNG file, I think maybe related to the palette;
Swapping my png file (t... |
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Domarius |
Support
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3 |
12,251 |
08-08-2018, 06:37 AM |
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Thread: MOD/Tracker music! SDL does not loop properly
Post: RE: MOD/Tracker music! SDL does not loop properly
| I read somewhere that the creator of SDL_Mixer said it was only meant to be very simplistic. But FMOD gets initialised and plays sounds in just as many lines of code! It's just more venerable... I t... |
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Domarius |
Game development topics
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6 |
26,179 |
08-05-2018, 09:07 PM |
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Thread: Psudeo 3D (Sprite positions in mode 7 games)
Post: RE: Psudeo 3D (Sprite positions in mode 7 games)
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megamarc Wrote: (08-05-2018, 05:21 PM)
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...floating point suffers precision loss because of accumulative rounding errors, whereas fixed point is stable and deterministic. Unless the extended range ... |
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Domarius |
Game development topics
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5 |
23,134 |
08-05-2018, 09:06 PM |