Tile Engine

Million Tile Engine is not currently under development anymore. I understood that it is/was a great engine. Can it still be used? Is the last version good enough to start game development process using it?

Correct me if I misunderstood but Lime engine is not very good.

What about other engines? Like Dusk Engine?

I don’t think you can buy MTE anymore. Looks like the Gumroad site is disabled from purchase. Lime isn’t great, as it was more of a kitchen-sink approach and in real-world use, it slowed games down to a crawl.

Dusk is great because it’s got a large user base, so any questions are quickly addressed by users and the original developer.

Actually, you can still buy a MTE license. Although is not currently supported as you said.

I have MTE and it’s running perfect with the corona sdk last build. 

Link: https://gumroad.com/l/staO

I can’t see where you can purchase from that gumroad page. It just has an “I want this!” button for me.

The code still works of course, so if you already have it it’ll work fine.

When you click that button “i want this!” it will take you to another page where you can set your credit card.

After submitted you will receive a email with the download.

Well, I feel like a reaaaaal Munson.

Thanks for setting me straight!

Is there any games available that uses Dusk Engine?

And what about this flickering line thing? Last post (19 December 2014) by the developer concerning this was basicly that the problem still exists and there isn’t a way to get the lines away totally. If I look at the Dusk Engine’s Bob demo, the line thing is really visible. Is this Dusk Engine problem, Corona problem or is this common problem with all tile engines (for example in Unity 2dtoolkit or other)?

I don’t mean to be impolite, but choosing engine for production is a huge decision.

To be more specific, I’m interested in creating a Mario-like game.

Hello, I’m the developer of Dusk. The tile lines issue is solved. All you need to do is make your tilesets with a margin, and make sure Corona’s using nearest-neighbor texture filtering, and Dusk should run nicely with no lines.

Unfortunately, not having access to Corona’s graphics code, there isn’t a way I (as the developer of Dusk) can completely solve this problem. Apparently (from the StackExchange topic I linked above), to completely destroy the Flickering Tile Lines of Doom, you have to twiddle around with OpenGL.

Sorry for not being clearer; my post in the other topic was to say there is nothing more I can do about it, other than camera rounding. That’s not to say it can’t be solved; just that to fully solve it, you need to add a margin to your tilesets and set the render mode. So as much as I’d like to have a “one-stop-put-your-tileset-in-and-it-works” solution, fixing the issue requires the user to take steps to prevent it. Dusk and MTE use the same mechanism to display tiles, so there’s really no difference in the tile placement/tile lines problem between the two.

In most engines, you have more control over rendering than you have with Corona, and you can do fixes like I’ve done with Dusk or add margins. So technically, yes, the issue could potentially happen with all engines, but you usually can fix it.

  • Caleb

Thanks Caleb!

It’s really great to hear that the flickering lines problem can be solved quite easily. Maybe it would be nice if Bob demo could be fixed and you should not have to answer these kind of questions :wink:

The other thing - Do you know if there are any finished games available that use Dusk?

Yep, sorry about the demo; it’s a little difficult for me to find time to work on Dusk. I’m working on a contributors section of the GitHub repository so that it’s easier for things like that to get done, but in the meantime, it’s just me. My current priority is formal documentation for the engine.

As for complete games using Dusk, I don’t know of any currently. Not so good for a tile engine’s reputation, but there it is :D. I’ll see about adding a “Showcase” on the GitHub wiki where people can put there finished projects.

  • Caleb

I don’t think you can buy MTE anymore. Looks like the Gumroad site is disabled from purchase. Lime isn’t great, as it was more of a kitchen-sink approach and in real-world use, it slowed games down to a crawl.

Dusk is great because it’s got a large user base, so any questions are quickly addressed by users and the original developer.

Actually, you can still buy a MTE license. Although is not currently supported as you said.

I have MTE and it’s running perfect with the corona sdk last build. 

Link: https://gumroad.com/l/staO

I can’t see where you can purchase from that gumroad page. It just has an “I want this!” button for me.

The code still works of course, so if you already have it it’ll work fine.

When you click that button “i want this!” it will take you to another page where you can set your credit card.

After submitted you will receive a email with the download.

Well, I feel like a reaaaaal Munson.

Thanks for setting me straight!

Is there any games available that uses Dusk Engine?

And what about this flickering line thing? Last post (19 December 2014) by the developer concerning this was basicly that the problem still exists and there isn’t a way to get the lines away totally. If I look at the Dusk Engine’s Bob demo, the line thing is really visible. Is this Dusk Engine problem, Corona problem or is this common problem with all tile engines (for example in Unity 2dtoolkit or other)?

I don’t mean to be impolite, but choosing engine for production is a huge decision.

To be more specific, I’m interested in creating a Mario-like game.

Hello, I’m the developer of Dusk. The tile lines issue is solved. All you need to do is make your tilesets with a margin, and make sure Corona’s using nearest-neighbor texture filtering, and Dusk should run nicely with no lines.

Unfortunately, not having access to Corona’s graphics code, there isn’t a way I (as the developer of Dusk) can completely solve this problem. Apparently (from the StackExchange topic I linked above), to completely destroy the Flickering Tile Lines of Doom, you have to twiddle around with OpenGL.

Sorry for not being clearer; my post in the other topic was to say there is nothing more I can do about it, other than camera rounding. That’s not to say it can’t be solved; just that to fully solve it, you need to add a margin to your tilesets and set the render mode. So as much as I’d like to have a “one-stop-put-your-tileset-in-and-it-works” solution, fixing the issue requires the user to take steps to prevent it. Dusk and MTE use the same mechanism to display tiles, so there’s really no difference in the tile placement/tile lines problem between the two.

In most engines, you have more control over rendering than you have with Corona, and you can do fixes like I’ve done with Dusk or add margins. So technically, yes, the issue could potentially happen with all engines, but you usually can fix it.

  • Caleb

Thanks Caleb!

It’s really great to hear that the flickering lines problem can be solved quite easily. Maybe it would be nice if Bob demo could be fixed and you should not have to answer these kind of questions :wink:

The other thing - Do you know if there are any finished games available that use Dusk?

Yep, sorry about the demo; it’s a little difficult for me to find time to work on Dusk. I’m working on a contributors section of the GitHub repository so that it’s easier for things like that to get done, but in the meantime, it’s just me. My current priority is formal documentation for the engine.

As for complete games using Dusk, I don’t know of any currently. Not so good for a tile engine’s reputation, but there it is :D. I’ll see about adding a “Showcase” on the GitHub wiki where people can put there finished projects.

  • Caleb