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I'm going to develop a platform game with graphics and sounds in 8-bit style. I followed the official tutorials carefully but I have some doubts:
I want to create a main menu that triggers a transaction effect when the user presses start (or About, Options).
Creating layers is not a problem, I already have all the resources (graphics and sounds). The problem is organizing all the levels in the project. Orx Engine generates the project by creating a .cpp file and config.ini file to define the main features of the game. I would like to organize the project by creating new config modules related to each level. The structure of a platform game is identical for each level except for special cases (boos fight, opening, ending game, credits and more). The .ini modules related to game levels are the original ones of the project (reusable code for all levels of course). For different scenes (opening, boss fight, ending, credits), I create new .ini modules with this name and define each new module in the .cpp file inside a function, and this is easy.
If the project gets big enough, is it possible to distribute C++ code in multiple modules? theoretically yes! Orx uses a simplified form of C++ but it is still C++ standard, so it is sufficient to create a new .cpp file, import the new modules as if they were "#include new_module.cpp" libraries and write the functions to call up the modules. ini that I have created.
The replacement of the .ini modules with python modules would be very nice. Python is very simple, it has many libraries useful for managing cryptography and 2d graphics.
Keep the structure of the config.ini modules unaltered but using Python would be really interesting. Python is an interpreted language, it's not fast, it's true, but to make 2D games in 2018 with cheap computers that have more than enough computing skills to handle sprites, I do not think it's a bad idea.
Obviously it's just my personal opinion, maybe it can be a good idea to easily extend the engine and implement new features in a more simple and invasive way.
Creating a small Tiled style editor that allows you to draw layers and generate the primary code of the game template would be useful. Alternatively, I take notes on how to solve some things. I'm experimenting with some solutions, as soon as I have public news screenshots and clearer technical details on my small project. Thank you all.