you metion you are not a native English speaker. so now I am so interested in where you are from. .
And your email or msn. :laugh: you know, twitter and facebook in China is forbidden, thanks to our kind govern-ment.
if this request involve your privacy, forgive for my rude, and you can reply nothing.
I didn't want to clutter up the forum with an "I'm back" topic; so, I'm just going to announce that I've returned. Or rather, I've been here the entire time.
In fact, I sent you several emails (two in reply to the last one that you sent me), iarwain. I'm not sure if my messages or your replies got lost in the way, but I never got anything in response.
Anyway, I've been mentioning Orx around my university and several students have shown some interest. I'm hoping I can get some of them to use it in the future.
Actually I only got one email from you and I thought I had replied to it. And after checking, I really did but apparently emails is a technology beyond my grasp and I replied to myself after forwarding your email to my work address. Epic fail. -_-
Well, I'll write you another one this week end with fresher news.
I'm glad to see more people getting interested in orx. I hope to hear from them at some point.
Hello all,I'm a student from Chinese university same as laschweinski's, my English is so poor,if what I say make you confuse, please apologize for my mistake. Thanks.
I'm a new game developer lack of experience. but I am interested in it and exert myself to developing fantastic game.
and good good study, day day up, that is our great Party teach us.
'Elleu. I'm planning a 2d space rts, much like flashtrek, if any of you ever heard of it, and orx looks to me like a good candidate engine. there are a couple of issues though, as it seems there's no good way yet to get it on 64 bit 'nix.
EDIT: At time of posting i hadn't seen This thread yet. it would be nice if the packages could be updated to the current version, but i'll take a look at this first.
Never heard of flashtrek, I had a quick look at it and it looked interesting (although the framerate was a bit choppy here).
I'll look more into it tonight after work. Do you know if there's a way to turn off the sound?
As for orx on linux64, it's just a matter of recompiling it and its dependencies as far as I know (or by adding -m32 in the compile options if you still want a 32b binary). Eyecreate and Grey might have deeper insights and you should probably PM them about it.
I still want to install a linux64 box to propose a compiled myself version myself but I've been running out of time lately (having a baby anytime before the end of next week won't help either!).
As for choppy frames, that's flash for ya. :P
Not sure bout the volume, I don't think that was included in BM1.
Anyway, that's the kind of gameplay I’m intending to do, though I’ll have to add some way of difficulty management, as in those games it's very hard to get around in the beginning, but as soon as you get a planet or more it rapidly grows too easy since owned planets make money, but do not provide any difficulties past an occasional, almost negligible enemy attack.
Thanks! That's going to be a bit of a challenge given that we already have a 21 months old daughter. ^^
As for choppy frames, that's flash for ya. :P
Not sure bout the volume, I don't think that was included in BM1.
Ah it's ok, I'll just turn the sound off. I couldn't test yesterday unfortunately, I'll try again tonight.
Anyway, that's the kind of gameplay I’m intending to do, though I’ll have to add some way of difficulty management, as in those games it's very hard to get around in the beginning, but as soon as you get a planet or more it rapidly grows too easy since owned planets make money, but do not provide any difficulties past an occasional, almost negligible enemy attack.
Sounds good to me. I'm sure you've already found the tutorials on the wiki but I couldn't recommend them too much, especially the community ones. Orx isn't the most traditional engine out there on a few points and I found that some features were apparently too hidden for newcomers to naturally discover them.
Which is a shame, actually, as they usually could shorten up development time and lessen the coding effort. So don't hesitate to ask on the forum if you think there might be better ways of doing A or handling B as I'm the first to acknowledge the documentation isn't that great (and that includes the tutorials I wrote).
The community tutorials are much better though as they've been written by people discovering orx and that makes them usually much more helpful for newcomers.
iarwain wrote:
Sounds good to me. I'm sure you've already found the tutorials on the wiki but I couldn't recommend them too much, especially the community ones.
I have noticed. Now, since I’m only just starting, I can't really comment on any 'hidden' or unclear functions so far, but what I find in the tutorials is, for in example in grey's tutorials, is that he shows new code before explaining it, and that it's often unclear where the new code is supposed to go exactly in the file. Combined with the lack of the complete correct files attached at the end of the tutorial, it's very hard to find out exactly what you did wrong and/or why. Thankfully though FourBaBCE on the #0rx-project irc channel helped me wipe out most compilation errors.
I'll be opening up a topic in the Projects board soon, I’ll be asking for help there [strike]if[/strike] when I need it.
Hello MNIM! Welcome and whatnot -- If there is something unclear in my explanations, I'd love to hear where you had trouble.
My reason for not including the 'complete' code at the end of each tutorial, is because I know that some people (myself included I must admit) find the temptation to copy and paste the code into place, rather than going through the process, a little too strong, and they don't end up actually learning what is going on.
Obviously this is not always the case, but as I am always willing to answer questions that are sent my way, I tend to hope that the lack of 'pre-baked' versions isn't too much of a disadvantage.
Glad to hear you managed to get everything running though! If you've any questions feel free to drop a PM my direction, (or better, ask in the forums, I tend to lurk!) and I'll be happy to answer anything I can.
(I don't lurk on IRC much at the moment, new job so very busy!)
Anyway, Welcome, Good luck, and I hope you enjoy your stay!
Well hello grey. ^.^ Well, I’m not saying your tutorials are that bad, but they're hard to follow without former knowledge of the C(++) language, of which I have little. Besides that, there's very little commented in the code, I myself have a habit of having about 1/4 of the lines in a source being comments. My coding style almost looks like a tutorial in itself.
Hi people, I'm 32 y.o. C/C++ developer from Italy.
I mainly do industrial and automotive applications and firmwares but now I want to try to start game development for mobile phones (iPhone/Android).
I started developing at professional level in year 2000 but I develop since 1986 (Oviletti M24 and the good old GW-BASIC then Turbo Pascal and Turbo C, then a bit of viral assembler and so on...) and I'm grown with 2D games with first Accolade, Sierra, Lucas, Blizzard, id, 3D Realms titles.
I tried to realize a 3D FPS for PC using Ogre 3D engine but I had to stop because of lack of resources (mainly time and people) so I decided to make something less pretentious with less involved people.
Right now I'm studying the source code of the orx engine and the tutorials to understand the main philosophy behind the code.
I hope to be able to give my contribution to the engine as soos as I start using it.
I'm glad you're interested in trying orx and I hope it'll be to your liking. Don't hesitate to ask if you have any questions as there are great features there but they're not always obvious to find, unfortunately. I'd suggest also using the SVN repository which is stable and much more advanced than the latest release (a bunch of fixes + new features).
And yey for the contribution! They're always welcome and there are more of them lately which is great.
Hi everybody! I'm a 21 years old Software Engineering student from Italy.
I've stumbled upon Orx reading the "List of game engines" page on Wikipedia and I was attracted by the high portability of the engine.
I'm currently developing a simple "Endless Running" game, I mean those kind of games with a pg that automatically runs in a direction and the player can only jump or attack according to the situation.
This kind of game is very popular since Canabalt, I think. The latest I've tried is Jetpack Joyride. Good luck with your project and don't hesitate to post some news about it in the project section if you feel like it!
Also, as usual, don't hesitate if you have any questions.
Hey, I'm a noob. I've been programming for years and I've been wanting to make a good game, but I didn't have the skill to engineer my own game engine. No game engine that I researched had all the features I wanted, and was 2D-oriented. I want to start with 2D, and I'm not all that interested in moving on to a 3D game any time soon. I've always liked the look of 2D, and companies like Vanillaware prove that it can still be done well. Not to mention the indie and doujin gaming scenes, most of which are pervaded by a wealth of 2D games.
I have a pretty good collection of ideas myself, and I can totally see myself using Orx to make almost all of them a reality.
Also, did anyone else notice that Orx looks like a guy bowing on his hands and legs? There was a similar Japanese emoticon... Orz. Maybe I'm just crazy. Anyway, see you around!
Well, you're not the first one to mention Orz, which is also apparently very famous in China, but I never heard of it before a year or so!
As for Vanillaware, I totally agree with you, they're a living proof that 2D can still be beautiful. In the same category I also recently enjoyed Bastion.
Hello, all, I'm new here. I'm SonicBHoC's team leader on our senior software engineering project. We'll be using Orx to make a shmup game.
I would love to express my gratitude for the creators of this engine, because it is so well-coded and efficient. I love that it was written in C, because it doesn't impose any kind of Object-Oriented design decisions on you like other engines (mostly Unity); you're free to decide the inheritance structure of objects in your game yourself!
Thanks for the kind words, it's greatly appreciated! I'm looking forward to seeing your project when it's done. Don't hesitate to post about it in the project section if you want to inform people about your progression or if you have any questions about using orx or general game development.
As for orx, there's some minor OO aspect to it (the orxSTRUCTURE hierarchy), but it's mostly for internal use. There's also some DOD (Data Oriented Design, different from Data Driven Design) approach in the way structures are allocated and referenced internally as well as the whole orxOBJECT concept as performance are usually a big concern in game development. I'm still working on improving that aspect.
Yeah, we'll be sure to make a topic for it when the project has matured some more.
Very interesting. I can't wait to become more familiar with Orx. I'm just glad that all that implementation is transparent to us, letting us link it into any language regardless of paradigm.
Well you were right with that assumption. Orx is data driven by design, which is mostly seen by the user, but also uses data oriented design internally for efficient memory accesses.
My name is Mhyre, and I am a 19 years old student from France. Currently studying computer sciences, I am also interested in art!
I am the mind behind 4 projects:
[*]Epic Minds, which is my development studio. I am the CEO.none[*]Crystia, which is quite a big project, is supposed to be a steam-like for indie developers. I am the Founder.none[*]The Developers Society, which is a community website for worldwide developers sharing ideas and projects, to communicate and collaborate. I am the Founder and Community Managernone[*]Milana, a little RPG project certainly using Orx!
Sounds like you're pretty busy. Best of luck with all those projects at the same time, I sure wouldn't be able to do that much.
Merci!
They sure keep me busy all the time, but it's everything I love to do! I will certainly be able to do a lot of things, thanks to Orx (and its community)
I am new to Orx and take this opportunity to say thanks to the developers! Orx looks very promising.
On a personal note, I am a seasoned programmer (mostly scientific) but want to pursue the (still) unfulfilled dream of writing games. For my first project, I am looking for a fast-paced, insanely fun (hopefully) shooter... vertical (like space invaders) or horizontal (like defender) scrolling, I have not decided yet.
Comments
And your email or msn. :laugh: you know, twitter and facebook in China is forbidden, thanks to our kind govern-ment.
if this request involve your privacy, forgive for my rude, and you can reply nothing.
I'm originally from France but right now I'm living in Northern California.
In fact, I sent you several emails (two in reply to the last one that you sent me), iarwain. I'm not sure if my messages or your replies got lost in the way, but I never got anything in response.
Anyway, I've been mentioning Orx around my university and several students have shown some interest. I'm hoping I can get some of them to use it in the future.
Well, I'll write you another one this week end with fresher news.
I'm glad to see more people getting interested in orx. I hope to hear from them at some point.
An email with some news would be great! It'd also help me when I talk to the students I had mentioned earlier.
Just a basic description, I'm from France and I use orx for a personnal project.
Iarwain, really great work for this engine and a special thanks for your help.
I'm a new game developer lack of experience. but I am interested in it and exert myself to developing fantastic game.
and good good study, day day up, that is our great Party teach us.
EDIT: At time of posting i hadn't seen This thread yet. it would be nice if the packages could be updated to the current version, but i'll take a look at this first.
Never heard of flashtrek, I had a quick look at it and it looked interesting (although the framerate was a bit choppy here).
I'll look more into it tonight after work.
As for orx on linux64, it's just a matter of recompiling it and its dependencies as far as I know (or by adding -m32 in the compile options if you still want a 32b binary). Eyecreate and Grey might have deeper insights and you should probably PM them about it.
I still want to install a linux64 box to propose a compiled myself version myself but I've been running out of time lately (having a baby anytime before the end of next week won't help either!).
As for choppy frames, that's flash for ya. :P
Not sure bout the volume, I don't think that was included in BM1.
Anyway, that's the kind of gameplay I’m intending to do, though I’ll have to add some way of difficulty management, as in those games it's very hard to get around in the beginning, but as soon as you get a planet or more it rapidly grows too easy since owned planets make money, but do not provide any difficulties past an occasional, almost negligible enemy attack.
Thanks! That's going to be a bit of a challenge given that we already have a 21 months old daughter. ^^
Ah it's ok, I'll just turn the sound off. I couldn't test yesterday unfortunately, I'll try again tonight.
Sounds good to me. I'm sure you've already found the tutorials on the wiki but I couldn't recommend them too much, especially the community ones. Orx isn't the most traditional engine out there on a few points and I found that some features were apparently too hidden for newcomers to naturally discover them.
Which is a shame, actually, as they usually could shorten up development time and lessen the coding effort. So don't hesitate to ask on the forum if you think there might be better ways of doing A or handling B as I'm the first to acknowledge the documentation isn't that great (and that includes the tutorials I wrote).
The community tutorials are much better though as they've been written by people discovering orx and that makes them usually much more helpful for newcomers.
I'll be opening up a topic in the Projects board soon, I’ll be asking for help there [strike]if[/strike] when I need it.
My reason for not including the 'complete' code at the end of each tutorial, is because I know that some people (myself included I must admit) find the temptation to copy and paste the code into place, rather than going through the process, a little too strong, and they don't end up actually learning what is going on.
Obviously this is not always the case, but as I am always willing to answer questions that are sent my way, I tend to hope that the lack of 'pre-baked' versions isn't too much of a disadvantage.
Glad to hear you managed to get everything running though! If you've any questions feel free to drop a PM my direction, (or better, ask in the forums, I tend to lurk!) and I'll be happy to answer anything I can.
(I don't lurk on IRC much at the moment, new job so very busy!)
Anyway, Welcome, Good luck, and I hope you enjoy your stay!
I mainly do industrial and automotive applications and firmwares but now I want to try to start game development for mobile phones (iPhone/Android).
I started developing at professional level in year 2000 but I develop since 1986 (Oviletti M24 and the good old GW-BASIC then Turbo Pascal and Turbo C, then a bit of viral assembler and so on...) and I'm grown with 2D games with first Accolade, Sierra, Lucas, Blizzard, id, 3D Realms titles.
I tried to realize a 3D FPS for PC using Ogre 3D engine but I had to stop because of lack of resources (mainly time and people) so I decided to make something less pretentious with less involved people.
Right now I'm studying the source code of the orx engine and the tutorials to understand the main philosophy behind the code.
I hope to be able to give my contribution to the engine as soos as I start using it.
Bye
I'm glad you're interested in trying orx and I hope it'll be to your liking. Don't hesitate to ask if you have any questions as there are great features there but they're not always obvious to find, unfortunately. I'd suggest also using the SVN repository which is stable and much more advanced than the latest release (a bunch of fixes + new features).
And yey for the contribution! They're always welcome and there are more of them lately which is great.
Cheers!
I've stumbled upon Orx reading the "List of game engines" page on Wikipedia and I was attracted by the high portability of the engine.
I'm currently developing a simple "Endless Running" game, I mean those kind of games with a pg that automatically runs in a direction and the player can only jump or attack according to the situation.
Greetings!
This kind of game is very popular since Canabalt, I think. The latest I've tried is Jetpack Joyride. Good luck with your project and don't hesitate to post some news about it in the project section if you feel like it!
Also, as usual, don't hesitate if you have any questions.
Cheers!
I have a pretty good collection of ideas myself, and I can totally see myself using Orx to make almost all of them a reality.
Also, did anyone else notice that Orx looks like a guy bowing on his hands and legs? There was a similar Japanese emoticon... Orz. Maybe I'm just crazy. Anyway, see you around!
Well, you're not the first one to mention Orz, which is also apparently very famous in China, but I never heard of it before a year or so!
As for Vanillaware, I totally agree with you, they're a living proof that 2D can still be beautiful. In the same category I also recently enjoyed Bastion.
I would love to express my gratitude for the creators of this engine, because it is so well-coded and efficient. I love that it was written in C, because it doesn't impose any kind of Object-Oriented design decisions on you like other engines (mostly Unity); you're free to decide the inheritance structure of objects in your game yourself!
Thanks for the kind words, it's greatly appreciated! I'm looking forward to seeing your project when it's done. Don't hesitate to post about it in the project section if you want to inform people about your progression or if you have any questions about using orx or general game development.
As for orx, there's some minor OO aspect to it (the orxSTRUCTURE hierarchy), but it's mostly for internal use. There's also some DOD (Data Oriented Design, different from Data Driven Design) approach in the way structures are allocated and referenced internally as well as the whole orxOBJECT concept as performance are usually a big concern in game development. I'm still working on improving that aspect.
Yeah, we'll be sure to make a topic for it when the project has matured some more.
Very interesting. I can't wait to become more familiar with Orx. I'm just glad that all that implementation is transparent to us, letting us link it into any language regardless of paradigm.
My name is Mhyre, and I am a 19 years old student from France. Currently studying computer sciences, I am also interested in art!
I am the mind behind 4 projects:
[*]Epic Minds, which is my development studio. I am the CEO.none[*]Crystia, which is quite a big project, is supposed to be a steam-like for indie developers. I am the Founder.none[*]The Developers Society, which is a community website for worldwide developers sharing ideas and projects, to communicate and collaborate. I am the Founder and Community Managernone[*]Milana, a little RPG project certainly using Orx!
Nice to meet you.
Sounds like you're pretty busy. Best of luck with all those projects at the same time, I sure wouldn't be able to do that much.
Merci!
They sure keep me busy all the time, but it's everything I love to do! I will certainly be able to do a lot of things, thanks to Orx (and its community)
I am new to Orx and take this opportunity to say thanks to the developers! Orx looks very promising.
On a personal note, I am a seasoned programmer (mostly scientific) but want to pursue the (still) unfulfilled dream of writing games. For my first project, I am looking for a fast-paced, insanely fun (hopefully) shooter... vertical (like space invaders) or horizontal (like defender) scrolling, I have not decided yet.
Cheers!