Can someone tell me how to make a debug build of the Mushroomstew game?
I downloaded the archive here: http://gamejolt.com/open-source/games/platformer/mushroom-stew/1369/
When I try to make a debug build, it complains about missing orxd.lib.
When I build orx from source and try to use the resulting orxd.lib to build the Mushroomstew debug, there are errors about unresolved externals.
EDIT: Sorry, I should've mentioned Windows platform, MSVC2010
Unfortunately that won't be that easy! Mushroom Stew is almost 2 years old and orx/Scroll evolved quite a lot since.
One option would be to sync orx's SVN to an a version of the same period (~january 2010) and compile it.
I'll try to have a look and to adapt Mushroom Stew for a recent version of orx if you're interested. But I won't be able to do that before a good week as I won't have much access to my computer till then.
I will try to build an old version from svn and link against that.
I'll probably host Scroll on BitBucket.org for those who want to get a recent (and regularly updated) version.
I am new to gamedev and still fairly new to C++ programming in general, and I have worked sporadically on a Windows/Linux tile engine for about a year now (https://github.com/fmahnke/crawl). This project has support for maps created using the Tiled Map Editor (http://www.mapeditor.org/).
I would very much like to use the Orx engine for the mobile game my creative partner and I have designed. So after looking at the Orx map editor source code, I can decide whether to use it or to implement a way to export Tiled maps to Orx config format
As for the map editor I know that some people were using it with orx and simply converted its output to a config-friendly format they could then load into their game. I don't have any code for that myself though, but I'm sure it shouldn't be too much of a trouble to write such a converter.
Also Scroll is not exactly tile-oriented, it can do tile-mapping but it was created to be more of a freeform editor, like Aquaria's one (http://www.bit-blot.com/?p=17).
I'll try again next week end...
But if you want to try it in its current state, you can find it here.
I've only added pre-compiled files for msvs2008 but you should be able to compile it for any platform using the latest version of orx from svn.
Beside the bullet bug (animation related I think), please note that this game was written for a TIGSource compo 2 years ago, in about 20-25 hours so there are a couple of things to keep in mind:
- orx and scroll both have evolved quite a lot since then and MS could benefit of some new features to be written more efficiently
- assets were defined for the compo and we could pick among all what was created by the artists in the first part of the compo but couldn't alter any resource: that means that I had to adapt the code to handle some of those constraints and the end result isn't as effective as it'd be if the assets were made especially for that game
- due to the short development time, I sometimes took some shortcuts that are not the best design choice
- I suck at game & level design, so the end product isn't that good but that was still fun to make (especially playing with shaders )
If you have any questions, don't hesitate!
It's good to see actual Orx game code in action. The tutorials in the Wiki are great, but a lot of the examples are trivial so it's good to see how someone might actually build a game by studying a longer example.
I'll try to fix the remaining bugs soon-ish in order to have something clean for people to play with.