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      <title>General discussions — Orx: Portable Game Engine</title>
      <link>https://forum.orx-project.org/index.php?p=/</link>
      <pubDate>Thu, 21 May 2026 17:19:05 +0000</pubDate>
          <description>General discussions — Orx: Portable Game Engine</description>
    <language>en</language>
    <atom:link href="https://forum.orx-project.org/index.php?p=/categories/general-discussions/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Full move to Discord</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9121/full-move-to-discord</link>
        <pubDate>Mon, 12 Feb 2024 14:16:25 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9121@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>ORX Forums are not that active anymore, and gives the impression the community is not existing and the engine not followed.<br />
But our <strong>Discord</strong> server are active and used for several years now and we're going to continue to make a final transition there for all chat purposes.</p>

<p>Please, join us here:<br />
<a rel="nofollow" href="https://orx-project.org/discord" title="https://orx-project.org/discord">https://orx-project.org/discord<br />
</a></p>

<p>See you there!  <img src="https://forum.orx-project.org/resources/emoji/sunglasses.png" title="B)" alt="B)" height="20" />  <img src="https://forum.orx-project.org/resources/emoji/heart.png" title="&lt;3" alt="&lt;3" height="20" /></p>
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    </item>
    <item>
        <title>how to make RPG Maker?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9118/how-to-make-rpg-maker</link>
        <pubDate>Thu, 29 Dec 2022 14:16:51 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>hurble</dc:creator>
        <guid isPermaLink="false">9118@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>hello,</p>

<p>am new here,<br />
how do I make an visual editor to make it similiar to rpg maker GUI<br />
or at least a rpg game on here?</p>
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        </description>
    </item>
    <item>
        <title>Improving the robustness and scalability of the configuration system</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9114/improving-the-robustness-and-scalability-of-the-configuration-system</link>
        <pubDate>Fri, 28 Jan 2022 09:58:25 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Tang</dc:creator>
        <guid isPermaLink="false">9114@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi, everyone! I've been playing with ORX for some time and I'm quite fond of the data-driven design and how the low-level code is arranged. The config system has many merits. It's very powerful and flexible. However, I found that robustness and scalability is less desirable. Actually I've stumbled on quite a few problems when trying to run the outdated examples on github. In these cases, The deprecated C API can be easily noticed when typing "make", but the config part is quite the opposite. For example, in some examples the "Position" entry is set to "top right" or something alike which is no longer supported, but the engine don't complain. Same problem can be experienced when an entry is mistyped or no longer supported. Let along the lack of transparence for the parsing process.</p>

<p>These are just a few aspects of the problem. ORX's config system is too free for non-trivial games where there could be thousands of sections weaving upon each other. If one mistyped just one word in a complicating config system, it would be a pain in the ass to find it out. More so if commands are abusively used in the config system, but I guess that would be another topic. I wonder if anyone feels the same about this, because I feel that even a tiny improvement can do me a lot of good given the current situation.</p>

<p>The engine and the config system are simple and effective and I think we would all like to keep it that way. So the task would be how to improve the robustness and scalability without introducing too much complicity. In my opinion, given that ORX is a data-driven engine, the responsibility of the config system is to <strong>correctly</strong> organize the data so that the engine can parse them as the user expected or throw errors if otherwise (while runtime variables and game logics should be kept in the code). To achieve this, we would need to set some rules for the data format.</p>

<p>For now, I've got some simple ideas but they might not be very complete at this moment.</p>

<p>First of all, enhancement of explicity.</p>

<p>1) Typed sections<br />
ORX uses config section of free forms to create objects and structures. The engine does not know what a section represents until it is used to create structures. I think that maybe we can give a hint to the engine so that it can know what a section really is and perform checks. For example, we can write the title of a section like this:</p>

<p><code>[HeroObject:Object]</code></p>

<p>So that the engine would know that this section is a definition of an object. This way, the engine can throw a warning when a section name of incorrect type appears in where it shouldn't be. This done, the check of entries become possible. For when the type of a section is determined, the engine can query its type to get a list of internal entry names and restrictions on the values (these infomation should be registered on the init of the config module). This way the engine can throw a warning or an error when a neccessary entry is missing or a value is invalid.</p>

<p>2) Distinguish internal entries from external entries<br />
Let's call the hardcoded entries as "internal entry" and the ones defined in the config files as "external entry". To make the data format even stricter, we can provide a way to explicitly specify an internal entry name for use in both assignment and reference. We might want this because sometimes missing an internal entry is not noticeable. To implement this, we can allow the user to choose to prefix an internal entry name with '~' when an internal entry is wanted, or to set a rule that the first letter must be uppercase for internal entry and lowercase for external entry. Actually I personally prefer the latter one for it doesn't need to define more symbols and can completely divide entries into two types. So it would be like this:</p>

<p><code>; Explicitly declaring HeroGraphic as a Graphic section</code><br />
<code>[HeroGraphic:Graphic]</code><br />
<code>; Assigning an internal entry (start with uppercase letter)</code><br />
<code>Texture = hero.png</code></p>

<p><code>; Inheriting a section makes it has both its original type and the type of the inherited section</code><br />
<code>; In this case maybe we can allow omitting the type of HeroGraphic1 and default it to parent section's type.</code><br />
<code>[HeroGraphic1:Graphic@HeroGraphic]</code><br />
<code>TextureSize = (64, 64)</code><br />
<code>TextureOrigin = (64, 0)</code></p>

<p><code>[HeroObject:Object]</code><br />
<code>Graphic = HeroGraphic1</code><br />
<code>; Defining &amp; assigning an external entry (start with lowercase letter)</code><br />
<code>health = 100</code></p>

<p>This way, any typo or invalid assignment can be discovered at parsing phase (of course this does not apply when a value is a command string).</p>

<p>3) Redefinition of a section throws a warning<br />
Currently, redefining a section defaults to extending the original one. I think it would be more helpful to have it the other way round. That is to say, the engine should throw a warning and wipe the old entries if a section is defined twice without a '+' prefix.</p>

<p>4) Handle collision flags and groups more safely<br />
Typos in collision flags are hard to find out because collision flags are defined on a object section's instancing. Maybe we can have a special section to register all collision flags before using them. The same applies to group names as well. For now, one can mitigate these problems by using data inheritance. For collision flags there is one more thing to be addressed. Collision event might not be emitted if collision flags are not used in pairs. Collision pairs should also be pre-registered to ensure there's no broken pairs. It will look like this</p>

<p><code>[Collision]</code><br />
<code>Flags = hero # monster # wall # bullet</code><br />
<code>; Define collision pairs. All flags must be pre-defined in 'Flags' entry</code><br />
<code>; (hero &lt;-&gt; monster) and (hero &lt;-&gt; wall)</code><br />
<code>hero = monster # wall</code><br />
<code>; (bullet &lt;-&gt; monster) and (monster &lt;-&gt; wall)</code><br />
<code>monster = bullet # wall</code><br />
<code>; If there are flags not included in pairs, throw a warning</code></p>

<p>5) Settings sections are special<br />
Forbid the definition of new (external) entries for settings sections. Forbid type hinting too. So this</p>

<p><code>[Console:Object]</code></p>

<p>and this</p>

<p><code>[Console]</code><br />
<code>ScrollSize = 1000</code><br />
<code>abc = 1</code></p>

<p>should result in errors. This way it doesn't change anything for using it but ensures nothing unexpected would happen when a special settings section is misused as a normal one.</p>

<p>Secondly, enhancement of section prototype design.<br />
1) Section entries should be carefully designed so that coupling between the effects of different entries is diminished to an extreme extent. I propose this because I once encoutered confliction between different entries (although I can't recall exactly which section type and which entries).<br />
2) If confliction can't be avoided, then the engine should check the potentially conflicting entries and their values and throw a warning if neccessary.</p>

<p>Thirdly, data scope.<br />
Currently all sections are referenced by one linked list which allows no means to separate them. Maybe it would nice to have scopes in config systems just as in common programming languages. I'm not quite sure yet.</p>

<p>So, this is it. I would love to hear from the developers and other users. I haven't touch the code yet but would be happy to if this proposal sounds acceptable.</p>
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    </item>
    <item>
        <title>Supported Audio Formats</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9111/supported-audio-formats</link>
        <pubDate>Fri, 09 Jul 2021 04:08:51 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>orsonb</dc:creator>
        <guid isPermaLink="false">9111@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I can't find a list of audio formats that Orx can use. By trial and error I know that .ogg and .wav work, while .mp3 does not. I have seen in the code the list of supported recording formats, which strangely includes .mp3 which I already know doesn't work. Can someone point me to the list of supported audio formats?</p>

<p>While you are at it, can you also point me to the list of supported image formats?</p>

<p>Thank you</p>
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        </description>
    </item>
    <item>
        <title>ORX capabilities</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9109/orx-capabilities</link>
        <pubDate>Sat, 20 Mar 2021 17:07:35 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Tabjones</dc:creator>
        <guid isPermaLink="false">9109@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello, I stumbled into ORX very recently and it looks awesome; I have an idea for a videogame: strategic, turn-based, with coop option. I read some tutorials and basic info so far, however, I did not understand if ORX is suitable for turn-based games (I think it is, but I want your opinion!) and I did not see anything regarding networking in the APIs, so I guess the multiplayer part should be implemented from scratch because ORX can't help me there, correct?</p>
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    <item>
        <title>New people!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/20/new-people</link>
        <pubDate>Sun, 21 Sep 2008 19:46:24 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>M1SF17</dc:creator>
        <guid isPermaLink="false">20@/index.php?p=/discussions</guid>
        <description><![CDATA[This is me saying 'hi' to all new people! If you're reading this, please (create an account if you haven't already and) reply with your own word/phrase/SSN/whatever you want. <img src="https://forum.orx-project.org/resources/emoji/lol.png" title=":D" alt=":D" height="20" />]]>
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    </item>
    <item>
        <title>Hello Fellow Enthusiasts</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9102/hello-fellow-enthusiasts</link>
        <pubDate>Wed, 16 Sep 2020 10:43:07 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>ichibrosan</dc:creator>
        <guid isPermaLink="false">9102@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I just discovered orx and I decided to embrace it because I believe it is ideal for my beginning efforts in game design. I have quite a lot of experience programming and a lot of experience in machine communication, but I haven't tried writing any multimedia software. I look forward to learning from and contributing to the community. I am approachable and friendly if you have a question or just want to say hi :-)</p>
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    <item>
        <title>Fun at work</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9101/fun-at-work</link>
        <pubDate>Tue, 08 Sep 2020 05:24:53 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>anyname</dc:creator>
        <guid isPermaLink="false">9101@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>hi  everyone,<br />
I enjoy to make 2D fun games.however I am still more bit of an artist then programmer. i got tons of art and animations and i want to make it act.<br />
I am learning c++ at work using devCpp(is cool and fun). however my desktop has no admin rights so to install something on it, is kind of difficult. not to mention that hacking(going around) would not be a wise decision.I am a guy in my 40's and I do not want to get fired for now..and I do not even want to wait till next year before making a friend with company admin <img src="https://forum.orx-project.org/resources/emoji/smiley.png" title=":smiley:" alt=":smiley:" height="20" /> ...CAN I USE ORX WITHOUT ANY INSTALLATION ? or even better, portable?<br />
thanks for replies</p>
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    <item>
        <title>Backstory Discussion</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9051/backstory-discussion</link>
        <pubDate>Sun, 13 Oct 2019 23:04:34 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>WolftrooperNo86</dc:creator>
        <guid isPermaLink="false">9051@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey, everyone,</p>

<p>While I am tinkering with Orx, and formulating some ideas, I thought I would get to know a little about every one, and also share a little about myself.</p>

<p>So, just a quick post about when you started, your first language, and why you program.</p>

<p>I'll start:</p>

<p>I first thought about designing games back in '02 when some of my friends told me they would absolutely play my stories if they were made into games. So, in summer of '03, I bought Game Maker(which was pretty new at the time), and tinkered around with it for a couple of years. I hated it. I then bought DarkBASIC in '08(my first real programming language) after a 3 year hiatus. The language later went defunct in lieu of their App Game Kit.</p>

<p>I messed around with a number of langauges from 2010 to 2016 including Java, Javascript, HTML/CSS, Python, C#, F#, J#(pretty much every #), C, C++, FreeBASIC, QuickBASIC, QB64(a 64-bit QuickBASIC dialect), before returning to C++.<br />
     The reason I program is to push my limits, force my brain into different thought processes, and turn my ideas into functioning toys that people can play with.</p>

<p>Thank you for reading, and I hope to hear from everyone,<br />
-Wolf</p>

<p>[Edited for ease of reading issues]</p>
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    <item>
        <title>orxParam questions</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9096/orxparam-questions</link>
        <pubDate>Tue, 02 Jun 2020 10:57:10 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9096@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Just a few short questions relating to the orxParam module of Orx:</p>

<ol>
<li>All orx compiled programs accept the following parameters:</li>
</ol>

<p>-c        --config<br />
-v        --version<br />
-h        --help</p>

<p>If I wanted to re-purpose the -c parameter for something else, how could I do that? The tutorial here <a href="https://orx-project.org/wiki/en/tutorials/system/commandline_parameters" rel="nofollow">https://orx-project.org/wiki/en/tutorials/system/commandline_parameters</a> only works for everything except the above default parameters.</p>

<ol start="2">
<li><p>If I wanted to test for other optional arguments passed, but not create handlers for them? How would I go about this. I assume all params are set using orxParam_SetArgs(argc, argv), but how could I access them? For example, if I wanted to test if the user specified an -x argument but I have no handler set up for it, how is that done? Standard c args tests perhaps?</p></li>
<li><p>Last case, if I have a handler for a parameter, and the argument is passed, the handler will execute. That much is good. But how did I test if the user did not pass the argument. Standard c testing code here as well?</p></li>
</ol>

<p>It's very likely all my use cases above are intertwined. I can work around them but it would be cleaner if I can understand how to access anything collected by the orxParam module.</p>
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    <item>
        <title>Resource And Save File Location (and maybe also encrypting)</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9086/resource-and-save-file-location-and-maybe-also-encrypting</link>
        <pubDate>Mon, 16 Mar 2020 21:10:16 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>magic_m</dc:creator>
        <guid isPermaLink="false">9086@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey, I was wondering if there are some best practices for classic type save files and on how and where to store resources. Also, what and how should be encrypted?</p>

<p>Thanks in advance. <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /></p>
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    <item>
        <title>Orx Stickers</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9085/orx-stickers</link>
        <pubDate>Sun, 01 Mar 2020 05:28:55 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9085@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Every time I go a conference, I kick myself for never having Orx stickers to sprinkle around on the various sticker tables. I'll wack a design up tonight, and get some feedback.</p>

<p>Then anyone can download and have them printed and drop them around at game or developer conferences.</p>
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        <title>Simple color correction shader</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9083/simple-color-correction-shader</link>
        <pubDate>Sat, 01 Feb 2020 12:29:40 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>grumly</dc:creator>
        <guid isPermaLink="false">9083@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I dug in my old computer and found an old project I had. I had made a basic color correction shader that worked well. I wanted to share it years ago I had already given up on the game project and I couldn't find the latest source code. It not's the latest version I made.</p>

<p>So here's the shader code, it may or may not work as is in a game but it can be useful anyways. Basically it's like the color balance filter in Photoshop, Krita, the Gimp... You put more or less red, green, blue on the dark or light parts of the image. In image editing software the brightness is divided in 3, dark, mid and light, while in my shader I divided it in 2.</p>

<p>A basic setting that works well with this kind of shader is to put more blue in the dark parts and more orange in the light parts. You have to change  correcdark and correclight parameters for that, they represent colors.</p>

<p>The final shader had a transition between 2 color corrections but I couldn't find the source code on my computer. The goal was for the color correction to change when the player moved to different parts of the level.</p>

<p>It works by putting the shader on all objects. The energy vector is to even the brightness or each color.<br />
Some things are commented out, I don't remember why but if the shader doesn't work as is try to uncomment things.</p>

<p>In the scene<br />
<code>[Character@ColorGrading]</code></p>

<p>at the end of the scene<br />
    [ColorGrading]<br />
    ShaderList = ColorGradingShader</p>

<pre><code>[ColorGradingShader]
Code = &quot;
#define energy vec3(0.7, 0.41, 0.89)
#define correcdark vec3(0.0, 0.0, 1.0)
#define correclight vec3(1.0, 0.0, 0.0)

void main()
{
    gl_FragColor = texture2D(Texture,gl_TexCoord[0]);
    gl_FragColor.rgb += mix( correcdark * energy, correclight * energy,  dot(vec3(0.3, 0.59, 0.11), texture2D(Texture,gl_TexCoord[0]).rgb));
}
&quot;
ParamList = Texture ; # correcdark # correclight
;correcdark = (0.0, 0.0, 1.0)
;correclight = (1.0, 0.0, 0.0)
</code></pre>
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        <title>Hi! ... new to ORX</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9080/hi-new-to-orx</link>
        <pubDate>Thu, 16 Jan 2020 19:40:27 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>digimikeh</dc:creator>
        <guid isPermaLink="false">9080@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello...<br />
I'm very new to this engine, and i would like to know just two things about this engine before start..<br />
I'm fanatic of Qt Creator....  Can i write my ORX codes using this IDE?<br />
and, i only like to program c++, it is fully compatible with this language?</p>

<p>So...  ORX + Qt Creator + C++</p>

<p>Thanks in advance.</p>
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        <title>Child Objects with Associated Bodies</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9064/child-objects-with-associated-bodies</link>
        <pubDate>Fri, 15 Nov 2019 20:53:49 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>zgcrowno</dc:creator>
        <guid isPermaLink="false">9064@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi, all. I'm currently working on a project which involves a number of "Ship" objects which all share a large number of behaviors with one another. Each ship has four associated spawners (guns) which spawn different projectiles in similar, but not identical ways from ship to ship. I've encountered some odd behavior when trying to implement the latest projectile, however, and was hoping for a little elucidation on the matter.</p>

<p>Most of the projectiles spawned by the ships' spawners are to be completely detached from their respective spawners upon spawning, but one in particular is meant to be parented by its spawner, and move along with it (this behavior might seem a little odd, but I'm wishing to implement it this way so as to leverage the base Ship class' behaviors for all of its descendents). Unfortunately, when parenting the spawned projectile to its spawner, the projectile doesn't move along with it at a 1:1 ratio, but rather follows it incredibly slowly, in effect not being attached to its parent in any meaningful way at all. I've found that the forum threads, <a rel="nofollow" href="https://forum.orx-project.org/discussion/3837/creating-a-laser/p1" title="Creating a Laser">Creating a Laser</a> and <a rel="nofollow" href="https://forum.orx-project.org/discussion/comment/3497#Comment_3497" title="UseSelfAsParent Makes Spawner Move Twice as Fast">UseSelfAsParent Makes Spawner Move Twice as Fast</a> seem to address the same problem, and removing the projectile's Body attribute <em>does</em> "resolve" the issue, but the fact remains that this projectile <em>must</em> have a Body in order to collide with its necessary colliders. I attempted to circumvent the issue by following the <a rel="nofollow" href="https://wiki.orx-project.org/en/tutorials/passing_objects?s[]=child&amp;s[]=body#discussion__section" title="Passing Items from one Object to Another">Passing Items from one Object to Another</a> tutorial, and explicitly setting the parent of spawned objects, but this results in the same behavior.</p>

<p>Is there some trick to parenting objects with Body attributes that I'm unaware of, or do I really need to dispense with my universal spawner behavior and incorporate these projectiles as body parts of their associated ships? Thanks in advance.</p>
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        <title>Dynamic Casting of Config Models at Runtime</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9055/dynamic-casting-of-config-models-at-runtime</link>
        <pubDate>Thu, 31 Oct 2019 17:44:20 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>zgcrowno</dc:creator>
        <guid isPermaLink="false">9055@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey all, so basically, what I'm trying to do is this: I have a ScrollObject descendent called "Orb" which may be instantiated by creating a ScrollObject from either of two config models (named "OrbP1" and "OrbP2", respectively). Let's say I've already created an instance of "OrbP1", but at runtime, want to make that an instance of "OrbP2" instead, meaning that it now has the graphic, body, etc. associated with an "OrbP2" instead of an "OrbP1". Does anyone have any good advice as to how to go about this? Thanks so much.</p>
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    <item>
        <title>Dynamically setting display size</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9053/dynamically-setting-display-size</link>
        <pubDate>Wed, 16 Oct 2019 07:32:07 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>WolftrooperNo86</dc:creator>
        <guid isPermaLink="false">9053@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Ok. So, I need to adjust windowed display size based on user screen res.</p>

<p>I can easily pull user desktop res with the windows API, but I have tried multiple ways to change Orx display size to no avail.</p>

<p>I was able to change display size by modifying a display_video_mode object manually, but this lead to all manner of problems with the viewport and frustum either distorting or just leaving a huge amount of black space with a tiny viewport.</p>

<p>The problem with using the push/pop method seems to be that the display section of the config is processed before any code can be called. Or, at least before code can be called by Orx to modify its config keys.</p>

<p>My question is quite simple: Can code be called IN the config file to act on a key, or can code modify the display size keys BEFORE the display is created?</p>

<p>Thanks in advance,<br />
-Wolf</p>
]]>
        </description>
    </item>
    <item>
        <title>A few questions about the orx functions</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9052/a-few-questions-about-the-orx-functions</link>
        <pubDate>Mon, 14 Oct 2019 04:42:57 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>WolftrooperNo86</dc:creator>
        <guid isPermaLink="false">9052@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>So, to get straight to the point, I understand well what init(), run(), and bootstrap() are for, and how they work.</p>

<p>With exit(), I understand its reason, but not its function. Is it auto-managed? Are there optional parameters? Does it have any internal modules? Do I have to make calls to help clean anything up?</p>

<p>I understand orxSTATUS(error checking), but not orxFASTCALL.</p>

<p>Is there any documentation on the master functions, or am I missing them in the html documents? All I see in the html docs are the sub functions.</p>

<p>Thank you, again,<br />
-Wolf</p>
]]>
        </description>
    </item>
    <item>
        <title>Orx Video: Animation Synchronization</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9039/orx-video-animation-synchronization</link>
        <pubDate>Sat, 10 Aug 2019 05:44:00 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9039@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>A demonstration of Animation Synchronization for Orx available on Youtube.</p>

<p><a rel="nofollow" href="https://www.youtube.com/watch?v=o_Tf4aDwXKk" title="https://www.youtube.com/watch?v=o_Tf4aDwXKk">https://www.youtube.com/watch?v=o_Tf4aDwXKk</a></p>

<p>How to synchronize animations on a hierarchy of objects (parent/children) using the Orx Portable Game Engine.</p>

<p><img src="http://orx-project.org/images/stories/animsyncinorx.jpg" alt="" title="" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Podcasts?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9038/podcasts</link>
        <pubDate>Wed, 07 Aug 2019 06:22:11 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9038@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Can anyone recommend any good game development podcasts that you enjoy listening to?</p>
]]>
        </description>
    </item>
    <item>
        <title>Orx and SDL2</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9033/orx-and-sdl2</link>
        <pubDate>Mon, 17 Jun 2019 07:13:04 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>lamper</dc:creator>
        <guid isPermaLink="false">9033@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Is there any way to have Orx built on SDL2? Or is it too difficult to abstract the low-level audio and video?</p>
]]>
        </description>
    </item>
    <item>
        <title>Help with thinking through a shader setup</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9034/help-with-thinking-through-a-shader-setup</link>
        <pubDate>Tue, 18 Jun 2019 11:10:32 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9034@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>If I was to try and do the following scenario:</p>

<p>Imagine 100 objects floating around the screen. When they intersect, the colour is intensified. Not overly interested in how to achieve the actual effect, but rather the setup.</p>

<p>Would a seperate shader be applied to each object? Would that be completely inefficient? Or would a shader be applied to a single background object that would render the final result?</p>

<p>How would the presence of many objects be able to contribute to the overall result in a shader on a single large object?</p>

<p>Really having trouble thinking this particular scenario through.</p>
]]>
        </description>
    </item>
    <item>
        <title>RefreshRate usage?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9031/refreshrate-usage</link>
        <pubDate>Mon, 03 Jun 2019 22:56:01 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9031@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>What are the rules around using RefreshRate under the Display section?</p>

<p>It has to be Fullscreen = true I am sure.</p>

<p>Is it possible to have a RefreshRate of say... 2 on a 60hz screen refresh?</p>
]]>
        </description>
    </item>
    <item>
        <title>Object lifetime has been enhanced</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9030/object-lifetime-has-been-enhanced</link>
        <pubDate>Wed, 29 May 2019 13:38:53 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9030@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Objects have the concept of a lifetime. This is where you can specify a value in seconds, and the object will live only for that amount of time. This is perfect for spawned objects like bullets, or temporary objects.</p>

<p>But you can also specify one or more literals to create lifetime situations that are a little richer.</p>

<p>Read how to use it here in the Learning Wiki: <a href="http://orx-project.org/wiki/en/tutorials/lifetime" rel="nofollow">http://orx-project.org/wiki/en/tutorials/lifetime</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Orx Video: Teleporting on Screen Edges</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9029/orx-video-teleporting-on-screen-edges</link>
        <pubDate>Wed, 29 May 2019 13:37:12 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9029@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>The first in a series of demonstration / tutorial videos for Orx is available on Youtube.</p>

<p><span data-youtube="youtube-wo6o8BAMnM0?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=wo6o8BAMnM0"><img src="https://img.youtube.com/vi/wo6o8BAMnM0/0.jpg" width="640" height="385" border="0" alt="image" /></a></span></p>

<p>This episode shows how move characters seamlessly from one side of the screen to the other. Learn how to achieve seamless edge screen teleportation by modifying orx's render pipeline, all in data.</p>
]]>
        </description>
    </item>
    <item>
        <title>Free 2D Game Art for Your Projects</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9020/free-2d-game-art-for-your-projects</link>
        <pubDate>Fri, 01 Feb 2019 16:23:49 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Eric Matyas</dc:creator>
        <guid isPermaLink="false">9020@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi everyone,</p>

<p>I’ve begun creating 2D game art that you are welcome to freely use in your projects. Some is pixel art, some is derived from 3D objects that I created, and others are backgrounds that might be useful in visual novels and interactive fiction. You’ll find them on my new “ART” pages on my website:</p>

<p><a href="http://soundimage.org" rel="nofollow">http://soundimage.org</a></p>

<p>The art pages are located at the bottom of the menu list on the right side of the screen.</p>

<p>At this point I’m experimenting with different styles and methods so hopefully I will be able to offer a good variety of things. Please feel free to modify / edit as needed. If you happen to find any of these images helpful and decide to use them, please attribute me in the “game art” section of your credits area.</p>

<p>Enjoy!</p>
]]>
        </description>
    </item>
    <item>
        <title>Android Documentation has been updated.</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9023/android-documentation-has-been-updated</link>
        <pubDate>Mon, 04 Mar 2019 02:21:28 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9023@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>If you want to work with the Android platform for your Orx projects, the Android documentation has been cleaned up and simplified to make it easier to follow. You can find all the Android tutorials and documents at: <a href="http://orx-project.org/wiki/en/tutorials/main#android" rel="nofollow">http://orx-project.org/wiki/en/tutorials/main#android</a></p>
]]>
        </description>
    </item>
    <item>
        <title>git out of sync</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9018/git-out-of-sync</link>
        <pubDate>Tue, 20 Nov 2018 21:11:18 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9018@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>The git repo was out of sync yesterday and has since been repaired. You might get merge conflicts when pulling down. If so you can either delete and re-clone your repo or use this:</p>

<p><code>git pull -X theirs origin master</code></p>
]]>
        </description>
    </item>
    <item>
        <title>Testing Orx.</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9017/testing-orx</link>
        <pubDate>Sun, 18 Nov 2018 10:58:49 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Syl</dc:creator>
        <guid isPermaLink="false">9017@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Greets!</p>

<p>I'm but a newcomer here as in coding and game dev as a whole, but i'm willing to learn. Searching for a 2d engine able to concretize my rpg/adventure game, i've been impressed by Orx. But, least i could say, is that it's not so user friendly: haven't been able just to start the machine...</p>

<p>With git installed, i comanded the git clone for the expected output and a checked conectivity. But then, there are two setup in my root folder, wich i had to find with cortana, and when clicked, i got what seems to be the output expected, though only for a few seconds, without bein able to read the final part, and noth... Don't know what's an $ORX variable, or where's that orx/code folder. Don't know if i have the Orx source, dependencies, and newly created build project, don't know if i can compile Orx with your favourite IDE to get a working orx.dll and .lib, .dylib or .so (depending on platform), and how...</p>

<p>So maybe orx is too much for my meagre knowledge and skill, or maybe it's just a dificult first step?</p>
]]>
        </description>
    </item>
    <item>
        <title>Open source games made with Orx Engine?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9013/open-source-games-made-with-orx-engine</link>
        <pubDate>Thu, 11 Oct 2018 22:12:46 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Ubiz</dc:creator>
        <guid isPermaLink="false">9013@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>There are any open source games made with this engine? I've seen "Mushroom Stew" but it doesn't specify a license. And i can't compile it using the latest Orx version (someone tried it and got it working?)</p>
]]>
        </description>
    </item>
    <item>
        <title>Orx now uses controller mapping</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9012/orx-now-uses-controller-mapping</link>
        <pubDate>Sat, 22 Sep 2018 15:37:51 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9012@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>See here about the news regarding <a rel="nofollow" href="http://orx-project.org/component/content/article/1-orx/126-orx-now-uses-controller-mapping" title="Orx using the SDL Game Controller Database">Orx using the SDL Game Controller Database</a> to map joystick inputs.</p>
]]>
        </description>
    </item>
    <item>
        <title>Orx has transitioned from GLFW 2.7 to 3.2.</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9011/orx-has-transitioned-from-glfw-2-7-to-3-2</link>
        <pubDate>Mon, 10 Sep 2018 09:29:29 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9011@/index.php?p=/discussions</guid>
        <description><![CDATA[<p><a rel="nofollow" href="https://forum.orx-project.org/index.php?p=/profile/iarwain">@iarwain</a> has been working in the background on the GLFW3 branch for a few weeks and it's finally ready. A couple of us have been testing and documenting. This brings support for:</p>

<ul>
<li>Multiple monitors</li>
<li>Clipboard copy/paste</li>
<li>File drag &amp; drop</li>
<li>Hardware cursors</li>
<li>Icon lists</li>
<li>16 joysticks / gamepads</li>
<li>8 mouse buttons</li>
<li>Borderless fullscreen</li>
</ul>

<p>Get it at <a href="https://github.com/orx/orx" rel="nofollow">https://github.com/orx/orx</a> or pull down the latest.</p>

<p>All the new features have been documented on the wiki at: <a href="http://orx-project.org/wiki/en/tutorials/main#display" rel="nofollow">http://orx-project.org/wiki/en/tutorials/main#display</a> and <a href="http://orx-project.org/wiki/en/tutorials/main#system" rel="nofollow">http://orx-project.org/wiki/en/tutorials/main#system</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Spatialized sounds</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9009/spatialized-sounds</link>
        <pubDate>Sun, 29 Jul 2018 12:46:48 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9009@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>It would be great if the spatialized stereo effect on objects playing mono sounds could be reduced or be more subtle or switched off. Is this possible?</p>

<p>An object at (0, 0) plays in both left and right equally, but you only have to stray a few pixels to the left and right for the sounds to be either one side or the other.</p>

<p>Perhaps I'm not understanding the role of config properties <code>Attenuation</code> and <code>RefDistance</code>. We have little information on this topic except for the config property explanations which are very brief.</p>

<p>Of course I can use the technique of having an generic empty object sit in the centre of the screen to play sounds, but I lose the benefit of functions like <code>orxObject_SetPitch</code> which would affect all sounds playing on it. Perhaps I need to look at buses for this.</p>
]]>
        </description>
    </item>
    <item>
        <title>Welcome to the new forum!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8999/welcome-to-the-new-forum</link>
        <pubDate>Thu, 07 Jun 2018 03:47:04 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8999@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>It's been happening quietly for many weeks, and now it's finally ready. There is also a mobile-friendly layout.</p>

<p>If you notice any issues, post in the Website section, or drop a note on <a rel="nofollow" href="https://gitter.im/orx/orx" title="gitter">gitter</a>.</p>

<p><img src="http://orx-project.org/forum/uploads/editor/2x/c66adi0eq4j6.jpg" alt="" title="" /> <img src="http://orx-project.org/forum/uploads/editor/zq/ruuzdahiabhu.jpg" alt="" title="" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Compiling 32bit and 64bit on the same Linux box?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9003/compiling-32bit-and-64bit-on-the-same-linux-box</link>
        <pubDate>Wed, 13 Jun 2018 03:40:37 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9003@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>What is the proper way to do this? In the past I have installed the 64-bit version of GCC onto the box using apt-get. Then I install 32-bit versions using something like: apt-get install gcc:i386 or along those lines.</p>

<p>This does work, but I have made a mess of my dependencies in the past.</p>

<p>Wondering what a clean way would be and what others use.</p>

<p>This post indicates using -m32 on a 64bit GCC compiler to force 32-bit builds: <a href="https://stackoverflow.com/questions/1272357/how-to-compile-a-32-bit-binary-on-a-64-bit-linux-machine-with-gcc-cmake" rel="nofollow">https://stackoverflow.com/questions/1272357/how-to-compile-a-32-bit-binary-on-a-64-bit-linux-machine-with-gcc-cmake</a> and <a href="https://stackoverflow.com/questions/1673389/how-to-compile-a-32-bit-binary-on-a-64-bit-linux-machines-without-touching-the-c" rel="nofollow">https://stackoverflow.com/questions/1673389/how-to-compile-a-32-bit-binary-on-a-64-bit-linux-machines-without-touching-the-c</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Console-less applications</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9005/console-less-applications</link>
        <pubDate>Thu, 21 Jun 2018 13:25:52 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9005@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Can I confirm that using WinMain is no longer required for compiling a game with no console (as in terminal window), as previously advised here:</p>

<p><a href="http://forum.orx-project.org/discussion/916/a-window-cant-be-killed/p1#Comment_926" rel="nofollow">http://forum.orx-project.org/discussion/916/a-window-cant-be-killed/p1#Comment_926</a></p>

<p>And that the correct way is:</p>

<p><a href="http://forum.orx-project.org/discussion/4034/orx-console/p1#Comment_4035" rel="nofollow">http://forum.orx-project.org/discussion/4034/orx-console/p1#Comment_4035</a></p>

<p>A fair bit of documentation mentions the old way and I want to fix that up. I'm pretty sure it was stated in gitter that WInMain is no longer used for anything.</p>
]]>
        </description>
    </item>
    <item>
        <title>Testing Project Generation</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9000/testing-project-generation</link>
        <pubDate>Thu, 07 Jun 2018 23:09:21 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9000@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>There's been a lot of changes to the premake configurations as of late to give more solid support for Mac OS X.</p>

<p>I am regression testing all premake configs for both Orx (setup.sh) and Projects (init.sh). You can see the in-progress test progress here: <a href="https://docs.zoho.com/sheet/open/7awuhe228cc0369c24b399d41114a0deac910" rel="nofollow">https://docs.zoho.com/sheet/open/7awuhe228cc0369c24b399d41114a0deac910</a></p>

<p>But it's slow an and labourious.</p>

<p>I think for next time, is there anyone who can be available for periodical checks of the configs? For example if you have a Mac/Linux/Windows with all/some supported IDEs and could help test from time to time?</p>

<p>Need to address Android and iOS testing as well at some point.</p>
]]>
        </description>
    </item>
    <item>
        <title>__orxSTATIC__  VS 2017 dont create static lib</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8998/orxstatic-vs-2017-dont-create-static-lib</link>
        <pubDate>Thu, 17 May 2018 06:41:40 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>umen</dc:creator>
        <guid isPermaLink="false">8998@/index.php?p=/discussions</guid>
        <description><![CDATA[Hello all i try to create static link in visual studio 2017<br />
when adding the flag : &quot;__orxSTATIC__&quot;<br />
it does not create the static link<br />
any idea why ?<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/Capture3.PNG" alt="Capture3.PNG" />]]>
        </description>
    </item>
    <item>
        <title>Latest Orx Fashion</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8987/latest-orx-fashion</link>
        <pubDate>Sat, 21 Apr 2018 07:31:50 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8987@/index.php?p=/discussions</guid>
        <description><![CDATA[<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/IMG_3037.JPG" alt="IMG_3037.JPG" /><br />
<br />
My latest Orx t-shirt arrived in the mail.]]>
        </description>
    </item>
    <item>
        <title>How is this greate engine to create mobile games?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8868/how-is-this-greate-engine-to-create-mobile-games</link>
        <pubDate>Thu, 22 Mar 2018 09:27:58 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>umen</dc:creator>
        <guid isPermaLink="false">8868@/index.php?p=/discussions</guid>
        <description><![CDATA[Hello all<br />
i new to the community and engine have Experience in cocos2d-x<br />
and im looking for light fast new engine to build casual 2d games for mobile and desktop<br />
can you give me example to 2d mobile games done in this engine ?<br />
Thanks!!]]>
        </description>
    </item>
    <item>
        <title>Is there any showcase source code?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8834/is-there-any-showcase-source-code</link>
        <pubDate>Thu, 07 Dec 2017 10:15:58 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Reedsye</dc:creator>
        <guid isPermaLink="false">8834@/index.php?p=/discussions</guid>
        <description><![CDATA[Thanks for lots of help from the forum. I worked with Orx much better now.<br />
Now I am working on a project and want to have some examples to use for reference.<br />
<br />
I saw a showcase named &quot;Dinosaurs on a Spaceship&quot; here.Is there any source code of this kind of RPG?I would like to read through some example for further understanding of how to use Orx properly.]]>
        </description>
    </item>
    <item>
        <title>New tutorial: Viewport Render to Texture</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8828/new-tutorial-viewport-render-to-texture</link>
        <pubDate>Fri, 01 Dec 2017 10:35:19 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8828@/index.php?p=/discussions</guid>
        <description><![CDATA[An amazing feature of Orx is the ability to have a separate Viewport, display a scene in it, and have that scene become rendered to a separate texture.<br />
<br />
We can take this texture and use it for other purposes like for objects.<br />
<br />
The tutorial is <a href="http://orx-project.org/wiki/tutorials/viewport_render_to_texture" rel="nofollow">available here</a>.]]>
        </description>
    </item>
    <item>
        <title>Orx Console Demonstration on Twitch</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8784/orx-console-demonstration-on-twitch</link>
        <pubDate>Sat, 07 Oct 2017 10:25:48 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8784@/index.php?p=/discussions</guid>
        <description><![CDATA[At 8AM UTC Sunday, Iarwain will give a demo on how to use the Orx Console.<br />
<br />
All are welcome to view at:<br />
<br />
<br />
<br />
General questions are welcome too.]]>
        </description>
    </item>
    <item>
        <title>Creating objects without config</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8621/creating-objects-without-config</link>
        <pubDate>Fri, 27 Jan 2017 21:03:47 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>rgdev</dc:creator>
        <guid isPermaLink="false">8621@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi all, I'm currently learning Orx, and after some struggling I figured out how to create objects from code, without using any config.<br />
<br />
I didn't see this documented anywhere. All the examples seem to be using <b>orxObject_CreateFromConfig</b>.<br />
<br />
Here is an example of how to create an object purely from code:<br />

<pre><code>orxOBJECT * createImageObject (char * filename, float pos_x,
                float pos_y, float scale_x, float scale_y)
{
    orxOBJECT * obj = orxObject_Create ();

    orxFRAME * frame = orxFrame_Create (orxFRAME_KU32_FLAG_NONE);
    orxObject_LinkStructure (obj, (orxSTRUCTURE*) frame);

    orxTEXTURE * tex = orxTexture_CreateFromFile (filename, orxTRUE);
    orxFLOAT image_x;
    orxFLOAT image_y;
    orxTexture_GetSize (tex, &amp;image_x, &amp;image_y);

    orxGRAPHIC * gfx = orxGraphic_Create ();
    orxGraphic_SetData (gfx, (orxSTRUCTURE*) tex);
    orxObject_LinkStructure (obj, (orxSTRUCTURE*)gfx);

    orxVECTOR v;

    v.fX = image_x;
    v.fY = image_y;
    v.fZ = 1.0;
    orxObject_SetSize (obj, &amp;v);

    v.fX = pos_x;
    v.fY = pos_y;
    v.fZ = 0.0;
    orxObject_SetPosition (obj, &amp;v);

    v.fX = scale_x;
    v.fY = scale_y;
    v.fZ = 1.0;
    orxObject_SetScale (obj, &amp;v);

    return obj;
}
</code></pre>
<br />
The important part here is creating a <b>frame</b>, and linking it to the object. Without that the object won't appear. Then a <b>texture</b> and a <b>graphic</b> can be created and linked to the object in that way. Finally the object's position, size and scale can be set. (Size comes from the image size in this example.)<br />
<br />
I have only tested this on Android, but I guess it would work on other platforms too.<br />
<br />
(Also note, that I think Orx's config system is quite good, but I needed completely dynamic objects for my project.)]]>
        </description>
    </item>
    <item>
        <title>Unusual sprite sheet usage for new animation syste</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8727/unusual-sprite-sheet-usage-for-new-animation-syste</link>
        <pubDate>Tue, 13 Jun 2017 23:16:09 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8727@/index.php?p=/discussions</guid>
        <description><![CDATA[In the case of a sprite sheet like in the beginners tutorial here:<br />
<br />
<a href="http://orx-project.org/wiki/_media/guides/beginners/jelly.png" rel="nofollow">http://orx-project.org/wiki/_media/guides/beginners/jelly.png</a><br />
<br />
The simple animation would be just:<br />
<br />

<pre><code>[JellyAnimationSet]
Texture			= jelly.png
FrameSize		= (32, 32, 0)
JellyWobbleAnim		= -1
StartAnim		= JellyWobbleAnim
JellyWobbleAnim-&gt;	= JellyWobbleAnim
Pivot			= center
</code></pre>
<br />
So the animation frames would autopick as [1] [2] [3].<br />
<br />
How would I set the animation as:<br />
<br />
[1] [2] [3] [2] ?]]>
        </description>
    </item>
    <item>
        <title>New tutorial: Using message and file dialogs</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8646/new-tutorial-using-message-and-file-dialogs</link>
        <pubDate>Fri, 24 Mar 2017 00:28:10 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8646@/index.php?p=/discussions</guid>
        <description><![CDATA[<a href="http://orx-project.org/wiki/tutorials/dialogs" rel="nofollow">http://orx-project.org/wiki/tutorials/dialogs</a><br />
<br />
This outlines how to integrate tinyfiledialogs which allows using the native file and message dialogs from the operating system in an Orx application.]]>
        </description>
    </item>
    <item>
        <title>Orx Game Jam?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7153/orx-game-jam</link>
        <pubDate>Tue, 30 Sep 2014 14:07:31 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sonicbhoc</dc:creator>
        <guid isPermaLink="false">7153@/index.php?p=/discussions</guid>
        <description><![CDATA[Hey guys, wouldn't it be cool if there were orx specific game jams run by the community? I think it would be cool.<br />
<br />
I have no ideas, no clue on how to organize it, and no time to do so, but maybe one of you can? I'd try to participate, but it's hard without having my own computer.]]>
        </description>
    </item>
    <item>
        <title>Hello, I'm new</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7783/hello-im-new</link>
        <pubDate>Sun, 15 Mar 2015 10:18:42 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>sabino</dc:creator>
        <guid isPermaLink="false">7783@/index.php?p=/discussions</guid>
        <description><![CDATA[Hello everyone! I'm new in this forum, my name is Sabino, I'm 16 and I'm from Italy. I am interested in programming: I know a little bit of C++ but I've just ordered a book &quot;Sams teach yourself C++ in 21 days&quot;. I can't wait!  :laugh:<br />
Game development is such a fashinating topic for me! I hope that I will realize my dream and that a day I will be able to help the community. Oh, and I plan to release my mini games as open source to help the community. I've also installed on my smartphone &quot;Flying Jelly&quot;, a game powered by Orx. <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br />
By the way, I've some questions to do:<br />
The core of Orx is written in C, are there compatibility issues when using C++?<br />
There is a &quot;Donate&quot; button on the left of the homepage: will donating improve Orx engine and the documentation?<br />
Is Orx good for a programming beginner? :unsure:<br />
Thank you!]]>
        </description>
    </item>
    <item>
        <title>New Tutorial: Using SWIG instead of JNI on Android</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8437/new-tutorial-using-swig-instead-of-jni-on-android</link>
        <pubDate>Thu, 11 Feb 2016 13:06:47 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>enobayram</dc:creator>
        <guid isPermaLink="false">8437@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi everyone!<br />
<br />
I've just written a tutorial about using SWIG to access platform functionality on Android. The method described in the tutorial is an alternative to using JNI directly, so that SWIG does the dirty work. You can use this method to access anything you'd only be able to access from Java on Android. The tutorial exposes the vibration function, but many things require this, such as Ad integration, in-app purchases, &quot;Share on Facebook&quot; etc <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br />
<br />
Here's the tutorial: <a href="http://orx-project.org/wiki/tutorials/community/enobayram/swig_android" rel="nofollow">http://orx-project.org/wiki/tutorials/community/enobayram/swig_android</a> I hope it'll be helpful for someone.<br />
<br />
In my own project, I've taken this one step further, and completely automated the process, so that whenever I need to expose any new functionality, I just do it in Java, and I get it immediately on the Orx side, so it's as easy as working natively with the Android SDK. I didn't describe this in the tutorial though, as it's very specific to my project setup. If there's interest I can also write a follow-up tutorial explaining that.<br />
<br />
Cheers]]>
        </description>
    </item>
    <item>
        <title>Game Development World Championship 2016</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8498/game-development-world-championship-2016</link>
        <pubDate>Tue, 24 May 2016 12:00:15 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">8498@/index.php?p=/discussions</guid>
        <description><![CDATA[The Game Development World Championship 2016 is an open competition for indie game developers, game development students and anyone interested in game development to join in.<br />
<br />
<a href="https://thegdwc.com/" rel="nofollow">https://thegdwc.com/</a><br />
<br />
<br />
When?<br />
The GDWC has started on the 29th of January 2016. The final day to enter and submit your games is on the 30th of September 2016.<br />
<br />
Where?<br />
The event happens online for the most part, with the finalists from the Serious and Entertainment track brought to Finland and Sweden to visit the game companies and to showcase their game at Slush 2016. The trip will be paid by us.<br />
<br />
How?<br />
By pressing the “Enroll now” button below, you can register for the competition. Any game that has not been released before 2016 can enter into the championship. We expect a few screenshots, a written description and a gameplay video of your game to be submitted.]]>
        </description>
    </item>
   <language>en</language>
   </channel>
</rss>
