Search Results
Post Author Forum Replies Views Posted [asc]
    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!
Domarius Support 7 23,365 09-08-2018, 11:29 PM
    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...
Domarius Support 7 23,365 09-08-2018, 06:45 AM
    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 ...
Domarius Support 10 33,800 09-06-2018, 03:05 PM
    Thread: Sprite Rotation
Post: RE: Sprite Rotation

Hahah, maybe someone could make a "Super FX Chip" add-on for Tilengine :)
Domarius Support 13 45,044 09-06-2018, 02:59 PM
    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.
Domarius Support 3 12,418 09-03-2018, 10:44 PM
    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...
Domarius Support 9 16,856 09-03-2018, 10:39 PM
    Thread: License support for consoles
Post: RE: License support for consoles

greysonstorm Wrote: (08-31-2018, 09:48 PM) -- Domarius Wrote: (08-31-2018, 05:07 PM) -- 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...
Domarius Support 9 16,856 09-02-2018, 11:30 AM
    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
Domarius Support 9 16,856 08-31-2018, 05:07 PM
    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...
Domarius Support 13 42,329 08-25-2018, 05:29 PM
    Thread: Dynamic circle effect from Contra 3 / Probotector
Post: RE: Dynamic circle effect from Contra 3 / Probotec...

megamarc Wrote: (08-20-2018, 09:07 PM) -- 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 ...
Domarius Support 10 18,055 08-25-2018, 05:27 PM
    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.
Domarius Support 3 12,251 08-20-2018, 05:44 AM
    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 ...
Domarius Support 10 18,055 08-20-2018, 05:35 AM
    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.
Domarius Support 4 14,912 08-20-2018, 05:29 AM
    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 - ...
Domarius Support 11 38,837 08-20-2018, 04:50 AM
    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...
Domarius Support 10 18,055 08-16-2018, 08:04 AM
    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 ...
Domarius Support 10 18,055 08-08-2018, 07:28 PM
    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...
Domarius Support 11 38,837 08-08-2018, 06:44 AM
    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...
Domarius Support 3 12,251 08-08-2018, 06:37 AM
    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...
Domarius Game development topics 6 26,179 08-05-2018, 09:07 PM
    Thread: Psudeo 3D (Sprite positions in mode 7 games)
Post: RE: Psudeo 3D (Sprite positions in mode 7 games)

megamarc Wrote: (08-05-2018, 05:21 PM) -- ...floating point suffers precision loss because of accumulative rounding errors, whereas fixed point is stable and deterministic. Unless the extended range ...
Domarius Game development topics 5 23,134 08-05-2018, 09:06 PM