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	<channel>
      <title>Help request — Orx: Portable Game Engine</title>
      <link>https://forum.orx-project.org/index.php?p=/</link>
      <pubDate>Sun, 05 Apr 2026 19:38:58 +0000</pubDate>
          <description>Help request — Orx: Portable Game Engine</description>
    <language>en</language>
    <atom:link href="https://forum.orx-project.org/index.php?p=/categories/help-request/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Setting a Custom Background</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/4415/setting-a-custom-background</link>
        <pubDate>Wed, 30 May 2012 19:14:18 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>ChaoticCactus</dc:creator>
        <guid isPermaLink="false">4415@/index.php?p=/discussions</guid>
        <description><![CDATA[How exactly would I set up a custom background for my project.  As in, a .png file as my background?  I've done some testing and it hasn't worked so I'm not really sure how to do it. <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>Custom Resource Loader</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9119/custom-resource-loader</link>
        <pubDate>Sat, 29 Apr 2023 13:47:04 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>PauloftheWest</dc:creator>
        <guid isPermaLink="false">9119@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I've been reverse engineering the old DarkSun games (from SSI) with hopes to eventually get the MMO up and running again. I'm thinking of using ORX to drive the UI.</p>

<p>One issue I have is that the resources are stored in .GFF files, which I'm able to extract the majority of. Now I would prefer to extract this data during runtime. So, I see some options:</p>

<p>1) Add a custom loader (like in orxAndroid_RegisterAPKResource()), and load from there. My concern is that some things may not translate correctly. For example the image data is stored as two different entries in the gff. A palette entry and then then a data entry. Naturally I have a routine that translates that combination into 24-bit RGB or 32-bit RGBA.<br />
2) Load the data in C and not in .ini. In other words use orxObject_Create(), etc... to create the objects.<br />
3) Explode all the data into .bmp/png files on disk and then load.</p>

<p>I prefer 1) as I have the backend for that and it would allow people to overlay any extensions/mods in the .ini/config files--which would be slick.</p>

<p>I'm not opposed to 2), but that seems to defeat the purpose of ORX since that would be ignoring the whole data-driven .ini/config.</p>

<p>I don't like 3) at all because that is just seems super lame to me.  Also, I'd have copyrighted data exploded on disk as opposed to its original format. Additionally there are certain parts of the original engine that use alternating palettes to create effects, which I haven't thought of how I would implement that yet.</p>

<p>Naturally I'd love to hear opinions.</p>

<p>Specifically any direction on 1) to get me started? I can keep reading the code, but any direction/examples would be helpful. Preemptive apology if I missed where this was documented already.</p>
]]>
        </description>
    </item>
    <item>
        <title>Compile DLL using CDECL</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9112/compile-dll-using-cdecl</link>
        <pubDate>Wed, 11 Aug 2021 05:05:29 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>LeftyGuitar</dc:creator>
        <guid isPermaLink="false">9112@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello all,</p>

<p>New to the Orx Engine. I've compiled it using Visual Studio, I notice that by default Orx uses FASTCALL when exporting to DLL. Is there a way to change to that CDECL? Without having to change every FASTCALL name to CDECL?</p>
]]>
        </description>
    </item>
    <item>
        <title>iOS example crashes in setup</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9110/ios-example-crashes-in-setup</link>
        <pubDate>Sun, 11 Apr 2021 04:11:42 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>orsonb</dc:creator>
        <guid isPermaLink="false">9110@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm trying to build a cross platform game, Windows/Mac/Linux/iOS/Android, using version 1.11. I developed the basic game mechanics on Mac. Now I am trying to port to the other platforms. The Windows and Linux builds were easy.</p>

<p>I am trying to use the example iOS project, but the example doesn't seem to work. It builds just fine but crashes with a stack overflow error when run in the simulator. Near the top of the console log I see this error message</p>

<p><code>[36m[21:53:03][0m [31m[ASSERT][0m [35m[orxConfig.c:orxConfig_PushSection(5347)][0m [41m[37m[5mFAILED ASSERTION [orxFLAG_TEST(sstConfig.u32Flags, orxCONFIG_KU32_STATIC_FLAG_READY)][0m</code></p>

<p>When I update to the latest build it crashes with the same console log message and this stack trace</p>

<p>`0  0x0000000101057ff4 in _orxDebug_Break at /Users/orsonbushnell/Development/orx/code/src/debug/orxDebug.c:452</p>

<p>1   0x0000000101041556 in orxConfig_PushSection at /Users/orsonbushnell/Development/orx/code/src/core/orxConfig.c:5455</p>

<p>2   0x0000000100fe607a in -[orxView CreateBuffers] at /Users/orsonbushnell/Development/orx/code/plugins/Display/iOS/orxDisplay.m:817</p>

<p>3   0x0000000100fe47be in -[orxView initWithFrame:] at /Users/orsonbushnell/Development/orx/code/plugins/Display/iOS/orxDisplay.m:633</p>

<p>4   0x0000000100fe323c in -[orxViewController loadView] at /Users/orsonbushnell/Development/orx/code/plugins/Display/iOS/orxDisplay.m:435`</p>

<p>Can anyone tell me how to build for iOS?</p>
]]>
        </description>
    </item>
    <item>
        <title>Config Help</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9108/config-help</link>
        <pubDate>Wed, 09 Dec 2020 05:44:15 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>sacked</dc:creator>
        <guid isPermaLink="false">9108@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm looking to make a foreground object for the players arms, I'm trying to position the Z axis ahead of the parent object so I've done this:</p>

<blockquote><div>
  <p>[PlayerObjectFront@PlayerObject]<br />
  AnimationSet = PlayerAnimationSetFront<br />
  Position.z = &gt; Object.GetPosition ^, &gt; + &lt; (0,0,0.1), Object.SetPosition &lt; <br />
  IgnoreFromParent = position.position.z</p>
</div></blockquote>

<p>Any suggestions on how to get this config to work?</p>
]]>
        </description>
    </item>
    <item>
        <title>Modifying Config File vs Nesting Objects in Structs - Time to execute</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9107/modifying-config-file-vs-nesting-objects-in-structs-time-to-execute</link>
        <pubDate>Mon, 26 Oct 2020 02:55:09 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>sacked</dc:creator>
        <guid isPermaLink="false">9107@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm currently tying some things to an Animation.  A player can pick something up and they bend down and are set as uncontrollable, when the animation ends I figured I could use an animation event handler to set and unset the "controllable" property that I'd place inside the config file.  What I'm wondering is whether it would be too much overhead to constantly pull config file information to see whether someone can actually move or not, or whether I'm better off creating a struct with the "controllable" bool and placing the orxObject inside the struct.</p>

<p>As a side thought I was also hoping to make a server/client architecture in the future, and was wondering whether its a terrible idea tying things to animations in this case, and how much having the server not actually display the animations on the screen will affect its animation routine.</p>
]]>
        </description>
    </item>
    <item>
        <title>Animation Error - Couldn't create any frames</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9106/animation-error-couldnt-create-any-frames</link>
        <pubDate>Tue, 20 Oct 2020 04:33:57 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>sacked</dc:creator>
        <guid isPermaLink="false">9106@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey guys, I'm getting this error from my animation:</p>

<p>[22:12:20] [ANIM] [orxAnimSet.c:orxAnimSet_CreateSimpleAnimFromConfig(2283)] AnimSet [JamesAnimationSet]: Failed to create anim [RunAnim], couldn't create any frames.</p>

<p>My sprite sheet is 1840x256, the sprite size is 80x128, the first row is idle and second row is running animation.<br />
It seems to work fine with the idle animation,  and my "RunAnim" seems to semi-work if I set the RunAnim: TextureOrigin = (0,65), however anything above this it crashes even though its 256 pixels tall.</p>

<p>Is there something simple I'm missing here, I dont have any scaling or anything applied to the object.  Any help is appreciated.</p>

<pre><code>;###################################
; Player
[PlayerObject]
Graphic = PlayerGraphic
Position = (100,-100,0)
AnimationSet = JamesAnimationSet
Smoothing = true

[PlayerGraphic]
Texture = James.png
;Pivot = Center



; Animation
[JamesAnimationSet]
Texture         = James.png
FrameSize   = (80, 128, 0)
;Pivot      = center
KeyDuration     = 0.1
IdleAnim    = 23
RunAnim = 3
StartAnim   = IdleAnim
IdleAnim-&gt; = IdleAnim # .RunAnim
RunAnim-&gt; = RunAnim # .IdleAnim

[IdleAnim]
TextureOrigin = (0,0)

[RunAnim]
TextureOrigin = (0,128)

;###################################
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>Defining physics</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9105/defining-physics</link>
        <pubDate>Sun, 04 Oct 2020 14:09:47 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>jseb</dc:creator>
        <guid isPermaLink="false">9105@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello,</p>

<p>I have defined the player physics like this:</p>

<pre><code>[Player]
Position = (0, 0, 0)
Scale    = 1
AnimationSet = PlayerAnimationSet

[PlayerAnimationSet]
Texture = avion_sheet.png
FrameSize = (64, 64, 0)
PlayerIdle = 2
PlayerMoveFast = 2
StartAnim = PlayerIdle
Pivot = center
Body = PlayerBody

[PlayerBody]
PartList        = PlayerBodyPart
Dynamic         = false

[PlayerBodyPart]
Type            = box
Solid        = true
SelfFlags = hero
CheckMask = ufo
</code></pre>

<p>With <code>[Physics] / ShowDebug</code> at true, i don't see neither the physic debug shape, nor coordinates axis.</p>

<p>That's odd, because with simpler objects (ufos which have no animations, body defined in the object entry) , i can see the physic shapes.</p>

<pre><code>[Ufo]
Graphic = UfoGraphic
Body = UfoBody
Pivot = center

[UfoBody]
PartList        = UfoBodyPart
Dynamic         = false

[UfoBodyPart]
Type            = sphere
Solid       = true
SelfFlags = ufo
CheckMask = ufo # hero
</code></pre>

<p>And it gives that:<br />
<img src="https://forum.orx-project.org/uploads/editor/he/d0ccad9p6gw0.jpg" alt="" title="" /></p>

<p>I'm not sure where i should define Physics.<br />
I tried to define <code>Body</code> in <code>[Player]</code> but with a box type, it raises an assert (no assert with sphere, strangely). Anyway, i see only coordinates axis in this case, not the debug shape.</p>

<p>Thank you for reading <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":smile:" alt=":smile:" height="20" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Fedora Dependencies</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9104/fedora-dependencies</link>
        <pubDate>Sat, 26 Sep 2020 16:25:53 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>sacked</dc:creator>
        <guid isPermaLink="false">9104@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I've switched to Fedora to learn Linux sysadmin a little better, though I'm finding that it seems like all the libraries are named differently from Debian/Ubuntu.  Is there a method of figuring out the dependency names on other distributions?</p>
]]>
        </description>
    </item>
    <item>
        <title>Getting a GLSL shader to display - anything at all</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9065/getting-a-glsl-shader-to-display-anything-at-all</link>
        <pubDate>Sun, 17 Nov 2019 12:15:10 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>znakeeye</dc:creator>
        <guid isPermaLink="false">9065@/index.php?p=/discussions</guid>
        <description><![CDATA[I found some nice shaders online. So I thought I'd create a sample project in orx and play a bit. However, no matter which shader I pick, I always end up with an empty black screen.Tried different shader versions... Surely I must be doing something wrong. Please help!<br />
<br />
1) Create a sample project with "init" command.<br />
2) Assign a shader to "Object". E.g. This one: <a href="http://glslsandbox.com/e#58544.0" rel="nofollow">http://glslsandbox.com/e#58544.0</a><br />
3) Run it. Screen is black <img src="https://forum.orx-project.org/resources/emoji/frowning.png" title=":(" alt=":(" height="20" /><br />
<br />
I have tried setting the texture to "pixel" and a size etc. Nothing helps. Ideas?]]>
        </description>
    </item>
    <item>
        <title>buiding on a mac</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9100/buiding-on-a-mac</link>
        <pubDate>Mon, 27 Jul 2020 23:09:55 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9100@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello, I've been working exclusively on windows but thought I'd try building a game on a mac for kicks.  I followed the wiki for setting up the mac and it was very easy...a new test project created with setup.sh works fine there.</p>

<p>So is there a prescribed procedure for taking a game I worked on in visual studio on windows and getting it built on my mac?  I quickly tried cloning down the repository to the mac but realized there is no mac build folder in the project.  I don't want to do any authoring on the mac, just want to be able to build a finished game that was authored on windows.  Any advice for how to best proceed?</p>

<p>thanks!</p>
]]>
        </description>
    </item>
    <item>
        <title>Using the bitmap load event</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9098/using-the-bitmap-load-event</link>
        <pubDate>Wed, 17 Jun 2020 20:22:47 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9098@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I have a question about loading a bitmap directly.  I'm loading the bitmap and waiting for the orxDISPLAY_EVENT_LOAD_BITMAP event.  I load it with orxDisplay_LoadBitmap and then check the event payload zLocation until I get the event for my bitmap.  From there I'm trying to get the bitmap data with orxDisplay_GetBitmapData but it fails with a message that the bitmap is not finished loading.  Am I using the wrong event?  I feel like maybe this is event is firing when I start loading the bitmap, but not sure.  To confuse things, the hints for LoadBitmap mention an event that doesn't seem to exist -- orxDISPLAY_EVENT_BITMAP_LOAD.  Probably a typo but has me wondering if I'm using the wrong event?   I've found a workaround and am able to use my bitmap data ok, but would like to understand why that event doesn't seem to be firing when I think it should.</p>

<p>Thanks very much for any guidance.  Here is a shot of the hint I'm seeing with the typo in it:</p>

<p><img src="https://www.dotorx.org/forum/uploads/editor/se/t0wo0qqkvhfe.png" alt="" title="" /></p>
]]>
        </description>
    </item>
    <item>
        <title>How to manage game scenes ?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9060/how-to-manage-game-scenes</link>
        <pubDate>Fri, 08 Nov 2019 16:59:54 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>Vick</dc:creator>
        <guid isPermaLink="false">9060@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello,</p>

<p>i'm looking for the most elegant way to manage game scenes ?</p>

<p>My first thought was to create a GameScene class and then create "MainMenuScene", "PlayScene" and "OptionsScene" classes and simply call <code>current_scene.run()</code> in my <code>Run</code> function.</p>

<p>But this solution felt ... hacky, so what's the <em>official</em> way to achieve this ?</p>

<p>Thanks <img src="https://forum.orx-project.org/resources/emoji/blush.png" title=":blush:" alt=":blush:" height="20" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Mouse over Effect Tutorial</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9097/mouse-over-effect-tutorial</link>
        <pubDate>Mon, 08 Jun 2020 19:22:46 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>DrTdb</dc:creator>
        <guid isPermaLink="false">9097@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I'm facing a problem with this tutorial and it's torturing my mind.<br />
<a rel="nofollow" href="https://wiki.orx-project.org/en/tutorials/community/tdomhan/mouse-over-effect" title="https://wiki.orx-project.org/en/tutorials/community/tdomhan/mouse-over-effect">link</a></p>

<p>I'm trying to make a title menu with two item "Play" &amp; "Quit" highlighted when you hover with your cursor, exactly what's proposed with this tutorial. I understand that they are dynamically creating the animation name with the help of a prefix which is launched with a global AnimationSet linked to each button.</p>

<p>When I'm compiling no error is shown but when I'm launching the program it spits this:</p>

<pre><code>[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2781)] [ASMRd.ini]: Begin include @ASMR.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2781)] [ASMR.ini]: Begin include @Title.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2787)] [ASMR.ini]: End include @Title.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2781)] [ASMR.ini]: Begin include @Inputs.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2787)] [ASMR.ini]: End include @Inputs.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2781)] [ASMR.ini]: Begin include @Player.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2787)] [ASMR.ini]: End include @Player.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2781)] [ASMR.ini]: Begin include @Crosshair.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2787)] [ASMR.ini]: End include @Crosshair.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2781)] [ASMR.ini]: Begin include @Physics.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2787)] [ASMR.ini]: End include @Physics.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2787)] [ASMRd.ini]: End include @ASMR.ini@
[19:34:14] [CONFIG] [orxConfig.c:orxConfig_ProcessBuffer(2676)] [ASMRd.ini]: &lt;Display.Title&gt; = ASMR -&gt; ASMR (Debug)
[19:34:14] [LOG] 
* This template project creates a simple scene
* You can play with the config parameters in ../data/config/ASMR.ini
* After changing them, relaunch the executable to see the changes.
[19:34:14] [DISPLAY] [orxGraphic.c:orxGraphic_CreateFromConfig(815)] Couldn't get text or texture for graphic (StartButtonInactive).
[19:34:14] [ANIM] [orxAnimSet.c:orxAnimSet_CreateSimpleAnimFromConfig(2241)] AnimSet [StartButtonAnimSet]: Failed to create anim [Inactive], couldn't retrieve associated texture's size.
[19:34:14] [DISPLAY] [orxGraphic.c:orxGraphic_CreateFromConfig(815)] Couldn't get text or texture for graphic (StartButtonActive).
[19:34:14] [ANIM] [orxAnimSet.c:orxAnimSet_CreateSimpleAnimFromConfig(2241)] AnimSet [StartButtonAnimSet]: Failed to create anim [Active], couldn't retrieve associated texture's size.
[19:34:14] [ANIM] [orxAnimSet.c:orxAnimSet_CreateSimpleFromConfig(2499)] AnimSet [StartButtonAnimSet]: Can't add link(s) starting from [Active]: source anim is missing.
[19:34:14] [ANIM] [orxAnimSet.c:orxAnimSet_CreateSimpleFromConfig(2499)] AnimSet [StartButtonAnimSet]: Can't add link(s) starting from [Inactive]: source anim is missing.
[19:34:14] [ANIM] [orxAnimPointer.c:orxAnimPointer_SetCurrentAnim(1070)] 0 is not a valid ID for the anim pointer.
[19:34:14] [ASSERT] [orxAnimSet.c:orxAnimSet_ComputeAnim(3438)] FAILED ASSERTION [_u32SrcAnim &lt; orxAnimSet_GetAnimCount(_pstAnimSet)]
Illegal instruction (core dumped) </code></pre>

<p>My ini</p>

<pre><code>[Button]
Group           = UI

[ButtonAnimSet]
KeyDuration     = 1
StartAnim       = Inactive
Inactive        = # 0
Active          = # 0
Inactive-&gt;      = Inactive # .Active
Active-&gt;        = Active # +.Inactive

[StartButton@Button]
Graphic         = StartButtonInactive1
AnimationSet    = StartButtonAnimSet
Position        = (0,50,-1)
Pivot           = center
Scale           = 1

[StartButtonAnimSet@ButtonAnimSet]
Prefix          = StartButton

[StartButtonInactive1]
Texture         = Ui/Start_Inactive.png
TextureOrigin   = (0,0,0)
TextureSize     = (256,256,0)

[StartButtonActive1]
Texture         = Ui/Start_Active.png
TextureOrigin   = (0,0,0)
TextureSize     = (256,256,0)</code></pre>

<p>My Function called in orxUpdate</p>

<pre><code>void _menuHover()
{
    orxOBJECT *currentObj;
    orxVECTOR cursorPos;
    if(orxRender_GetWorldPosition(orxMouse_GetPosition(&amp;cursorPos),orxNULL,&amp;cursorPos) != orxNULL)
    {
        currentObj = orxObject_Pick(&amp;cursorPos,orxString_GetID(&quot;UI&quot;));
    }
    
         if(currentObj != previousObj)
    {
        if(previousObj != orxNULL)
        {
            orxObject_SetTargetAnim(previousObj, orxNULL);
        }
        
                if(currentObj != orxNULL)
        {
            orxObject_SetTargetAnim(currentObj, &quot;Active&quot;);
        }
        
        previousObj = currentObj;
    }
}</code></pre>

<p>Finally don't know if it's relevant or not, I'm working on Ubuntu 20.04 and CodeLite.</p>

<p>I've tried lots of things and nothing worked, so any help is appreciated.</p>

<p>Thanks in advance.</p>
]]>
        </description>
    </item>
    <item>
        <title>Drawing Tilemaps Help</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9095/drawing-tilemaps-help</link>
        <pubDate>Fri, 15 May 2020 03:26:22 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>sacked</dc:creator>
        <guid isPermaLink="false">9095@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I've got this config file below that I am trying to load, however I am not finding a very concrete guide anywhere on it.  I've tried simply using orxObject_CreateFromConfig, however nothing appears.  Does anyone have any advice, or can tell me where in the config I've messed up?</p>

<pre><code>[TileGraphicbeginning]
Texture    = &quot;SnowSides.png&quot;
Pivot  = top left
TextureSize    = (32,32,0)

[beginning0@TileGraphicbeginning]
TextureOrigin  = (0,0,0)

[beginning1@TileGraphicbeginning]
TextureOrigin  = (32,0,0)

[beginning2@TileGraphicbeginning]
TextureOrigin  = (64,0,0)

[beginning3@TileGraphicbeginning]
TextureOrigin  = (96,0,0)

[beginning4@TileGraphicbeginning]
TextureOrigin  = (128,0,0)

[beginning5@TileGraphicbeginning]
TextureOrigin  = (160,0,0)

[beginning6@TileGraphicbeginning]
TextureOrigin  = (192,0,0)

[beginning7@TileGraphicbeginning]
TextureOrigin  = (224,0,0)

[beginning8@TileGraphicbeginning]
TextureOrigin  = (256,0,0)

[beginning9@TileGraphicbeginning]
TextureOrigin  = (288,0,0)

[beginning10@TileGraphicbeginning]
TextureOrigin  = (0,32,0)

[beginning11@TileGraphicbeginning]
TextureOrigin  = (32,32,0)

[beginning12@TileGraphicbeginning]
TextureOrigin  = (64,32,0)

[beginning13@TileGraphicbeginning]
TextureOrigin  = (96,32,0)

[beginning14@TileGraphicbeginning]
TextureOrigin  = (128,32,0)

[beginning15@TileGraphicbeginning]
TextureOrigin  = (160,32,0)

[beginning16@TileGraphicbeginning]
TextureOrigin  = (192,32,0)

[beginning17@TileGraphicbeginning]
TextureOrigin  = (224,32,0)

[beginning18@TileGraphicbeginning]
TextureOrigin  = (256,32,0)

[beginning19@TileGraphicbeginning]
TextureOrigin  = (288,32,0)

[beginning20@TileGraphicbeginning]
TextureOrigin  = (0,64,0)

[beginning21@TileGraphicbeginning]
TextureOrigin  = (32,64,0)

[beginning22@TileGraphicbeginning]
TextureOrigin  = (64,64,0)

[beginning23@TileGraphicbeginning]
TextureOrigin  = (96,64,0)

[beginning24@TileGraphicbeginning]
TextureOrigin  = (128,64,0)

[beginning25@TileGraphicbeginning]
TextureOrigin  = (160,64,0)

[beginning26@TileGraphicbeginning]
TextureOrigin  = (192,64,0)

[beginning27@TileGraphicbeginning]
TextureOrigin  = (224,64,0)

[beginning28@TileGraphicbeginning]
TextureOrigin  = (256,64,0)

[beginning29@TileGraphicbeginning]
TextureOrigin  = (288,64,0)

[beginning30@TileGraphicbeginning]
TextureOrigin  = (0,96,0)

[beginning31@TileGraphicbeginning]
TextureOrigin  = (32,96,0)

[beginning32@TileGraphicbeginning]
TextureOrigin  = (64,96,0)

[beginning33@TileGraphicbeginning]
TextureOrigin  = (96,96,0)

[beginning34@TileGraphicbeginning]
TextureOrigin  = (128,96,0)

[beginning35@TileGraphicbeginning]
TextureOrigin  = (160,96,0)

[beginning36@TileGraphicbeginning]
TextureOrigin  = (192,96,0)

[beginning37@TileGraphicbeginning]
TextureOrigin  = (224,96,0)

[beginning38@TileGraphicbeginning]
TextureOrigin  = (256,96,0)

[beginning39@TileGraphicbeginning]
TextureOrigin  = (288,96,0)

[beginning40@TileGraphicbeginning]
TextureOrigin  = (0,128,0)

[beginning41@TileGraphicbeginning]
TextureOrigin  = (32,128,0)

[beginning42@TileGraphicbeginning]
TextureOrigin  = (64,128,0)

[beginning43@TileGraphicbeginning]
TextureOrigin  = (96,128,0)

[beginning44@TileGraphicbeginning]
TextureOrigin  = (128,128,0)

[beginning45@TileGraphicbeginning]
TextureOrigin  = (160,128,0)

[beginning46@TileGraphicbeginning]
TextureOrigin  = (192,128,0)

[beginning47@TileGraphicbeginning]
TextureOrigin  = (224,128,0)

[beginning48@TileGraphicbeginning]
TextureOrigin  = (256,128,0)

[beginning49@TileGraphicbeginning]
TextureOrigin  = (288,128,0)

[TilesMap]
Map    = beginning43 #beginning43 #beginning43 #beginning43 #beginning43 #beginning43 #beginning43 #beginning11 #beginning10 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 #beginning2 
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>camera lag</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9091/camera-lag</link>
        <pubDate>Sat, 11 Apr 2020 15:56:22 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9091@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi again, I'm implementing a simple type of camera lag so that my character-following camera cannot teleport instantly even if the character occasionally does (like the way I've implemented auto-stepping up hills transports the player up to the next step instantaneously).  I'm not going for any fancy lag with acceleration, etc, but just am giving my camera a maximum speed and updating it's position towards its desired target position.  I think I can make all that work as needed.</p>

<p>I was wondering if there is any cool orx-config style way of doing camera lag in general.  It can sometimes be a nice effect for certain kinds of games....I can imagine having a maximum velocity.x/y options for child objects that allow them to catch up to their parents rather that adopt their positions instantly.  A max lag distance could also be set so that the child can't get more than a certain distance away from its parent position.   I didn't see anything like this so far, so curious if there is already some way to do this that I'm not seeing (other than code it myself, which is fine).</p>

<p>thanks</p>
]]>
        </description>
    </item>
    <item>
        <title>setup.sh ... how do i run it from command line</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9093/setup-sh-how-do-i-run-it-from-command-line</link>
        <pubDate>Mon, 20 Apr 2020 03:18:50 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>RichardEngle</dc:creator>
        <guid isPermaLink="false">9093@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>i am trying to install ORX ... how do i get the setup file to run ?</p>
]]>
        </description>
    </item>
    <item>
        <title>light map from polygons</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9092/light-map-from-polygons</link>
        <pubDate>Fri, 17 Apr 2020 15:40:56 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9092@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I've implemented the ray casting technique described in the link below and got it working for an arbitrary number of polygons with arbitrary numbers of vertices.</p>

<p><a rel="nofollow" href="https://ncase.me/sight-and-light/" title="https://ncase.me/sight-and-light/">https://ncase.me/sight-and-light/</a></p>

<p>For visualization, I'm using the orxDisplay_DrawPolygon function to see my light blocking polygons and also to fill in the resulting "light area" polygon.  Since I can't use that function to fill a non-convex polygon, I'm just filling in a series of triangles that can be made from the rays and their endpoints.  All working as expected.</p>

<p>My plan was to use the resulting polygon (or collection of triangles) to multiply onto a light map texture that contains my lights in order to create some simple shadows.  What I can't figure out yet is how to draw the polygons somewhere other than the main display (ie, onto my light map texture).  As far as I can tell, the DrawPolygon feature is tied to the current display, correct?</p>

<p>I'm probably missing the obvious, but what would be the suggested way to get the light polygon drawn onto a texture?</p>
]]>
        </description>
    </item>
    <item>
        <title>ImGui clarification</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9082/imgui-clarification</link>
        <pubDate>Wed, 29 Jan 2020 23:43:12 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>_N_</dc:creator>
        <guid isPermaLink="false">9082@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm looking at <code>igtest.cpp</code> and trying to figure out how Dear ImGui fits with Orx.</p>

<p>The <a rel="nofollow" href="https://wiki.orx-project.org/en/tutorials/imgui">wiki</a> points to <a rel="nofollow" href="https://github.com/thegwydd/ImGuiOrx"><code>main .cpp</code></a> which I used.</p>

<p>Within /ImGuiOrx/imgui/examples I find several <code>main .cpp</code> versions for a variety of APIs.</p>

<blockquote><div>
  <p>Regarding the high framerate at the beginning, some OpenGL drivers go into busy loops with VSync if VSync is requested too soon after the creation of a window. To prevent this, we request VSync only half a second after the window's creation.</p>
</div></blockquote>

<p>I realize I am using the "GLFW + OpenGL2, using legacy fixed pipeline" which may account for those behaviors.</p>

<p>Which APIs does Orx support and which does <code>igtest.cpp</code> use?</p>
]]>
        </description>
    </item>
    <item>
        <title>lighting a large map</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9090/lighting-a-large-map</link>
        <pubDate>Sun, 05 Apr 2020 01:39:18 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9090@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>As a continuation of my tilemap experiments, I'm going to try to get some lighting going on it.  First test will be to get a simple light like those in the lighting tutorial surrounding my player so I can only see a little bit of the underground world around the player.</p>

<p>I haven't done anything yet other than look over how the lighting tutorial works, but I have a general question about how to handle lights in a large map.  So, the character light is easy because in my setup, the character is always at the center of the screen.   I'd like to be able to place lanterns in the map to light up various areas.  Of course, these light sources may or may not be on the visible part of the map.   I think one way to do this is to look at any light sources in the world (these would probably be regular orx objects) and determine if their location is visible on the screen, and if so, update an array of available lights with the appropriate light color, position, radius, etc.  This assumes a setup with a static array of lights similar to the tutorial approach. That would  limit the number of lights in a scene to whatever size the array is, and would maybe require some prioritization if there are too many light sources in the scene.</p>

<p>Having never tried to do something like that, I'm wondering if that is a sound approach, or is there some more standard way of handling this that makes more sense.  Any advice or suggestion is welcome.</p>
]]>
        </description>
    </item>
    <item>
        <title>shader float parameter</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9089/shader-float-parameter</link>
        <pubDate>Fri, 03 Apr 2020 18:30:20 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9089@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm having a problem adding float parameter (or I think any parameter for that matter) to my shader that is derived from the tileset example.  I'd like to be able to set the alpha value of the highlighted block depending on if it is within a certain range of the player.  The range checking is working fine in my code, but trying to use the new parameter in the shader breaks it.  I think it must be something very simple I've missed here.</p>

<p>Here is the parameter list, and I've set a default value for the new parameter HighlightAlpha</p>

<p><img src="https://forum.orx-project.org/uploads/editor/eh/hcs68clhjvao.png" alt="" title="" /></p>

<p>If in the shader if I use</p>

<p>color.a = 0.35;<br />
 it works fine,<br />
but <br />
color.a = HighlightAlpha;</p>

<p>makes the shader not work at all.</p>

<p>I also see when I try to set the parameter in code, that it doesn't like the float value</p>

<p><img src="https://forum.orx-project.org/uploads/editor/bw/yjw2e0s53e2d.png" alt="" title="" /></p>

<p>Not sure what I've done wrong here.</p>
]]>
        </description>
    </item>
    <item>
        <title>grid mining</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9088/grid-mining</link>
        <pubDate>Wed, 25 Mar 2020 16:27:26 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9088@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi, one thing I've always wanted to explore is a grid-like mining/craft style game...along the lines of Terraria.  I'm curious if there is any general recommendation on how to approach the world grid and maybe orx-specific hints as well! <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":smile:" alt=":smile:" height="20" /> .  I know it isn't a simple subject so I'm not expecting instructions on how to do it, just looking for ideas.</p>

<p>I don't think it is feasible to generate a bunch of orxOBJECTs for each block in the grid for performance reasons.  I was thinking of keeping my world in a large 2d array of bytes, with the values representing what type of block is at that location.  (1 = dirt, 2 = grass, 3 = rock , etc).  For rendering, I'd loop through the visible portion of the array (dependent on player position) and render rectangles according to the values in the array.  I've actually done something like that a few years back with my own home-grown stuff.  Any hint as to how I could render out textures in Orx directly like that?</p>

<p>The other thing to handle would be collision.  I feel like that also may require some custom collision handling rather than using the orx body.  Since I'd know where the player is on the grid, I really only have to check a few of the values in the array that are near the player for collision.  I know collision can be tricky, but think I can handle doing that part.</p>

<p>So, I'm curious if that sounds like a way to go, or if there are other well-known approaches?  Probably the biggest unknown for me is how to render the textures directly without using orxOBJECTS (unless there is a workable approach using them)</p>

<p>thanks for any comment!</p>
]]>
        </description>
    </item>
    <item>
        <title>making a custom template</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9087/making-a-custom-template</link>
        <pubDate>Tue, 24 Mar 2020 20:38:54 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9087@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello again!  I've been wanting to make a customized project template so that I can start with a project easily that has a bunch of stuff that I reuse from game to game...like a my system for scene switching, a main menu with some default buttons, etc.  I'm not sure I've approached it in the best way, but I've had some success by creating my own init.bat file that calls a customized .r script which uses a different alternative template folder in which I've added my ini files, some .h and .cpp files for my classes, and default sounds and images for menu buttons, etc.  It works well and makes starting up a new project a lot quicker for me since I like to use these things over and over.  The only thing I can't figure out is that even though my .h files are included in the src folder and everything compiles just fine, I notice that in Visual Studio, only the .cpp files are part of the project.  This doesn't really cause any problems since the .h files are there in the folder, but it would be nice if they are a part of the project.  It is easy enough to use "Add Existing" to pull them in so I see them in my src folder but if I can get them in automatically it would be ideal.  I admit I don't totally understand how the visual studio project is being created in the init.r and setup.r files, but I didn't see anything obvious that was filtering out my .h files.</p>

<p>Any suggestion for how I can get those .h files to show as part of the project?</p>

<p>thanks</p>
]]>
        </description>
    </item>
    <item>
        <title>Windows UI Scaling Causes Screen Size To Be Incorrect</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9075/windows-ui-scaling-causes-screen-size-to-be-incorrect</link>
        <pubDate>Sat, 28 Dec 2019 15:44:44 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>Freedom</dc:creator>
        <guid isPermaLink="false">9075@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Is there a way to detect the UI scaling and adjust the screen size correctly?</p>

<p>I'm specifically talking about the Windows setting <strong>System &gt; Display &gt; Scale and layout &gt; Change the size of text, apps, and other items</strong>.</p>

<p>When this is set to anything other than 100%, it causes only screen size (orxDisplay_GetScreenSize) to be scaled. The mouse position is <strong>not</strong> scaled with the screen size. This cascades and causes mouse to world coordinates and object placement to be calculated incorrectly.</p>

<p>I've posted an example below. With Scale set to 100%, left clicking the mouse makes the orx logo follow the mouse. If the scale is set higher, the orx logo is no longer placed under the mouse correctly. When the mouse is in the top left corner, the logo is underneath the mouse pointer. As you move the mouse down and to the right, the logo moves at scale across the screen the same direction. (i.e. When the mouse will move 100 pixels to the right, the logo moves much more than 100 pixels to the right.)</p>

<p>How can I prevent this from happening, other than forcing a user to change the setting to 100% which may make other parts of the screen hard to read?</p>

<p>LogoTest.ini</p>

<pre><code>; LogoTest - Template basic config file

[Display]
Title           = LogoTest
FullScreen      = false
Decoration      = false
Smoothing       = true
VSync           = true

[Resource]
Texture         = ../data/texture
Sound           = ../data/sound

[Input]
SetList         = MainInput

[MainInput]
KEY_ESCAPE      = Quit
MOUSE_LEFT      = MouseLeft

[Viewport]
Camera          = Camera

[Camera]
FrustumWidth    = 1280
FrustumHeight   = 720
FrustumFar      = 2
FrustumNear     = 0
Position        = (0, 0, -1) ; Objects with -1 &lt;= Z &lt;= 1 will be visible
GroupList       = Logo

[Object]
Graphic         = @
Texture         = logo.png
SoundList       = @
Sound           = appear.ogg
Pivot           = center
AngularVelocity = 18
FXList          = FadeIn # ColorCycle
Group           = Logo

[FadeIn]
SlotList        = @
Type            = alpha
Curve           = smooth
StartTime       = 0
EndTime         = 1.5
StartValue      = -1
EndValue        = 0

[ColorCycle]
Loop            = true
SlotList        = @
Type            = hsv
Curve           = linear
Absolute        = true
StartTime       = 0
EndTime         = 6
StartValue      = (0, 1, 1)
EndValue        = (1, 1, 1)
</code></pre>

<p>Visual Studio 2019 (Community Edition)<br />
LogoTest.cpp</p>

<pre><code>/**
 * @file LogoTest.cpp
 * @date 27-Dec-2019
 */

#include &quot;orx.h&quot;

void orxFASTCALL InputUpdate(const orxCLOCK_INFO* _pstClockInfo, void* _pstContext)
{
    const orxSTRINGID logoID = orxString_GetID(&quot;Logo&quot;);
    orxOBJECT* logoObj;

    if (orxInput_IsActive(&quot;MouseLeft&quot;))
    {
        orxVECTOR mousePosition = orxVECTOR_0;
        orxMouse_GetPosition(&amp;mousePosition);
        orxLOG(&quot;Mouse position X '%f' Y '%f' Z '%f'&quot;, mousePosition.fX, mousePosition.fY, mousePosition.fZ);
        orxRender_GetWorldPosition(&amp;mousePosition, orxNULL, &amp;mousePosition);
        orxLOG(&quot;Mouse world position X '%f' Y '%f' Z '%f'&quot;, mousePosition.fX, mousePosition.fY, mousePosition.fZ);
        mousePosition.fZ = 0;
        logoObj = orxObject_GetNext(orxNULL, logoID);
        orxObject_SetPosition(logoObj, &amp;mousePosition);
    }
}

orxSTATUS orxFASTCALL Init()
{
    orxCLOCK* pstMainClock;
    orxFLOAT width = orxFLOAT_0;
    orxFLOAT height = orxFLOAT_0;
    orxINPUT_TYPE   eType;
    orxENUM         eID;
    orxINPUT_MODE   eMode;
    const orxSTRING zMouseLeft;

    /* Gets input binding names */
    orxInput_GetBinding(&quot;MouseLeft&quot;, 0, &amp;eType, &amp;eID, &amp;eMode);
    zMouseLeft = orxInput_GetBindingName(eType, eID, eMode);

    // Create the viewport
    orxViewport_CreateFromConfig(&quot;Viewport&quot;);

    // Create the object
    orxOBJECT* obj = orxObject_CreateFromConfig(&quot;Object&quot;);
    orxDisplay_GetScreenSize(&amp;width, &amp;height);
    orxLOG(&quot;Screen width '%f' height '%f'&quot;, width, height);

    pstMainClock = orxClock_FindFirst(orx2F(-1.0f), orxCLOCK_TYPE_CORE);
    orxClock_Register(pstMainClock, InputUpdate, orxNULL, orxMODULE_ID_MAIN, orxCLOCK_PRIORITY_NORMAL);

    // Done!
    return orxSTATUS_SUCCESS;
}

orxSTATUS orxFASTCALL Run()
{
    orxSTATUS eResult = orxSTATUS_SUCCESS;

    // Should quit?
    if(orxInput_IsActive(&quot;Quit&quot;))
    {
        // Update result
        eResult = orxSTATUS_FAILURE;
    }

    // Done!
    return eResult;
}

void orxFASTCALL Exit()
{
    // Let Orx clean all our mess automatically. :)
}

orxSTATUS orxFASTCALL Bootstrap()
{
    orxResource_AddStorage(orxCONFIG_KZ_RESOURCE_GROUP, &quot;../data/config&quot;, orxFALSE);

    return orxSTATUS_SUCCESS;
}

/** Main function
 */
int main(int argc, char **argv)
{
    orxConfig_SetBootstrap(Bootstrap);

    orx_Execute(argc, argv, Init, Run, Exit);

    return EXIT_SUCCESS;
}
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>Object not deleted when handled from collision event</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9081/object-not-deleted-when-handled-from-collision-event</link>
        <pubDate>Sun, 19 Jan 2020 07:05:23 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>System</dc:creator>
        <guid isPermaLink="false">9081@/index.php?p=/discussions</guid>
        <description><![CDATA[This discussion was created from comments split from: <a rel="nofollow" href="/forum/discussion/9079/tutorial-platform-not-appearing/">Tutorial Platform not appearing</a>.]]>
        </description>
    </item>
    <item>
        <title>Tutorial Platform not appearing</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9079/tutorial-platform-not-appearing</link>
        <pubDate>Thu, 16 Jan 2020 01:03:06 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>sacked</dc:creator>
        <guid isPermaLink="false">9079@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey guys, I'm having trouble with the tutorial.  For some reason the platform isnt working.  The hero appears fine though.  The box.png is inside /data/texture, any help is appreciated.    <img src="https://forum.orx-project.org/resources/emoji/kiss.png" title=":*" alt=":*" height="20" /></p>

<pre><code>/**
 * @file spookyparty.cpp
 * @date 11-Jan-2020
 */

#include &quot;orx.h&quot;
using namespace std;

/*
 * This is a basic code template to quickly and easily get started with a project or tutorial.
 */

 int initiated = 0;

/** Init function, it is called when all orx's modules have been initialized
 */
orxSTATUS orxFASTCALL Init()
{
    // Display a small hint in console
    orxLOG(&quot;\n* This template project creates a viewport/camera couple and an object&quot;
    &quot;\n* You can play with the config parameters in ../data/config/spookyparty.ini&quot;
    &quot;\n* After changing them, relaunch the executable to see the changes.&quot;);

    // Create the viewport
    orxViewport_CreateFromConfig(&quot;Viewport&quot;);


    // Done!
    return orxSTATUS_SUCCESS;
}

/** Run function, it is called every clock cycle
 */
orxSTATUS orxFASTCALL Run()
{
    orxSTATUS eResult = orxSTATUS_SUCCESS;

    // Should quit?
    if(orxInput_IsActive(&quot;Quit&quot;))
    {
        // Update result
        eResult = orxSTATUS_FAILURE;
    }

    // Done!
    if(initiated==false){
        orxOBJECT *heroObject = orxObject_CreateFromConfig(&quot;HeroObject&quot;);
        // Create platform
        orxObject_CreateFromConfig(&quot;PlatformObject&quot;);

        initiated = true;
    }


    return eResult;
}

/** Exit function, it is called before exiting from orx
 */
void orxFASTCALL Exit()
{
    // Let Orx clean all our mess automatically. :)
}

/** Bootstrap function, it is called before config is initialized, allowing for early resource storage definitions
 */
orxSTATUS orxFASTCALL Bootstrap()
{
    // Add a config storage to find the initial config file
    orxResource_AddStorage(orxCONFIG_KZ_RESOURCE_GROUP, &quot;../data/config&quot;, orxFALSE);

    // Return orxSTATUS_FAILURE to prevent orx from loading the default config file
    return orxSTATUS_SUCCESS;
}

/** Main function
 */
int main(int argc, char **argv)
{
    // Set the bootstrap function to provide at least one resource storage before loading any config files
    orxConfig_SetBootstrap(Bootstrap);

    // Execute our game
    orx_Execute(argc, argv, Init, Run, Exit);

    // Done!
    return EXIT_SUCCESS;
}
</code></pre>

<p>///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////<br />
config INI file<br />
    ; spookyparty - Template basic config file</p>

<pre><code>[Display]
ScreenWidth     = @MainCamera.FrustumWidth
ScreenHeight    = @MainCamera.FrustumHeight
Title           = spookyparty
FullScreen      = false
Smoothing       = false
VSync           = false
ShowFPS         = true

[Viewport]
Camera            = MainCamera
BackgroundColor   = (0, 180, 255)

[MainCamera]
FrustumWidth    = 800
FrustumHeight   = 600
FrustumFar      = 2.0
FrustumNear     = 0.0
Position        = (0.0, 0.0, -1.0) ; Objects with -1 &lt;= Z &lt;= 1 will be visible

[Resource]
Texture         = ../data/texture
Sound           = ../data/sound

[Input]
SetList         = MainInput

[MainInput]
KEY_ESCAPE      = Quit

[FadeIn]
SlotList        = @
Type            = alpha
Curve           = smooth
StartTime       = 0
EndTime         = 1.5
StartValue      = -1
EndValue        = 0

[HeroObject]
Graphic      = HeroGraphic
Position     = (-350, 100, 0)
Scale        = 2
AnimationSet = HeroAnimationSet

[HeroGraphic]
Texture        = soldier_full.png
TextureOrigin  = (0,0,0)
TextureSize    = (32,32,0)

[HeroAnimationSet]
Texture   = soldier_full.png
FrameSize = (32, 32, 0)
HeroRun   = 6 ; or -1 would be fine too.
StartAnim = HeroRun

[HeroRun]
KeyDuration = 0.1

[PlatformGraphic]
Texture = box.png

[PlatformObject]
Graphic  = PlatformGraphic
Position = (100, 170, 90)
Scale    = (40, 2, 0)
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>Timeline Track Objects doing the same function?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9077/timeline-track-objects-doing-the-same-function</link>
        <pubDate>Mon, 30 Dec 2019 08:03:05 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>Super_Michael_05</dc:creator>
        <guid isPermaLink="false">9077@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi, I have a problem when I run my code. I want to have many enemy spiders that move but only the first one moves. If someone could help me that would be appreciated.<br />
Here is some of my Config code:</p>

<pre><code>[Scene]
TrackList          = enemyMakerTrack

[enemyMakerTrack]
1                     = Object.Create spiderObject
Loop                = True

[spiderObject]
Graphic            = spiderGraphic
Scale                = 0.2
Position            = (800, 275, 0)
AnimationSet    = spiderAnimationSet
Body                 = spiderBody

[spiderGraphic]
Texture         = spider_full.png
TextureOrigin   = (0, 0, 0)  
TextureSize     = (0, 0, 0)
Pivot           = center

[spiderAnimationSet]
Texture         = spider_full.png
FrameSize       = (1024, 1024, 0)
Pivot           = center
spiderWalkRight  = 5
spiderWalkLeft   = 5

StartAnim       = spiderWalkLeft

spiderWalkLeft-&gt; = spiderWalkLeft # .spiderWalkRight
spiderWalkRight-&gt; = spiderWalkRight # .spiderWalkLeft

[spiderWalkLeft]
KeyDuration     = 0.1
TextureOrigin   = (0, 1024, 0)

[spiderWalkRight]
KeyDuration     = 0.1
TextureOrigin   = (0, 0, 0)

[spiderBody]
Dynamic         = true
PartList        = spiderBodyPart
LinearDamping   = 5

[spiderBodyPart]
Type            = box
Solid           = true
SelfFlags       = enemy
CheckMask       = platforms # bullet
BottomRight     = (225, 100, 0)
TopLeft         = (-200, -175, 0)
</code></pre>

<p>and here is some of my c++ code:</p>

<pre><code>#include &quot;orx.h&quot;

orxOBJECT* spider;

void spiderMovement()
{
    orxVECTOR spiderLeftSpeed = { -3, 0, 0 };
    orxVECTOR spiderRightSpeed = { 3, 0, 0 };

    if (dead == 0)
    {
        orxObject_ApplyImpulse(spider, &amp;spiderLeftSpeed, orxNULL);
        orxObject_SetTargetAnim(spider, &quot;spiderWalkLeft&quot;);
    }
}

orxSTATUS orxFASTCALL Init()
{
     orxObject_CreateFromConfig(&quot;Scene&quot;);

     spider = orxObject_CreateFromConfig(&quot;spiderObject&quot;);
}

orxSTATUS orxFASTCALL Run()
{
      spiderMovement();
}
</code></pre>

<p>This is not the whole code it is just things that are regarding to the problem.<br />
I can post the whole code if you like.</p>
]]>
        </description>
    </item>
    <item>
        <title>parenting camera to character</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9078/parenting-camera-to-character</link>
        <pubDate>Tue, 31 Dec 2019 02:23:20 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9078@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I have a couple of questions about a camera that has a character set as its parent.</p>

<p>My first issue is that I can't seem to scale my character without affecting the camera.  If I set my character's scale to 0.5, it still appears the same size on the screen and the camera appears zoomed in.  Likewise if I set its scale to 2, the camera is zoomed out so the character appears still the same size.  I'd like to be able to adjust the character's size relative to the other things in the world, but can't seem to do it with the parent arrangement.  I tried IgnoreFromParent = Scale on the camera, but it had no affect.</p>

<p>The second issue relates to rotation.  I've set the camera to IgnoreFromParent = rotation and this works as expected so that when my character gets rotated for some reason, the camera remains upright, which is what I want.  This works as long as the camera's position is set to 0 on the x and y axis relative to the character.  But, I'd like to offset the camera by -100 in the y direction so that my character is not in the dead center of the screen, but plays closer to the bottom of the screen.  (I should use some fraction of the actual screen height instead of -100).  But, the issue is that with the offset, if my character rotates, it now has an effect on the camera such that the camera seems to move right or left horizontally.  It doesn't rotate the camera, but the horizontal motion is not desirable.  It sort of makes sense that the offset causes this, but I'm hoping there may be a way to eliminate it.  I so far haven't found an option that helps with this one so for now my character is center screen.  If there is no option with the parent scenario, perhaps I just have to use a timer and set the camera location myself?</p>

<p>thanks again for any help you can offer!</p>
]]>
        </description>
    </item>
    <item>
        <title>lifetime by position?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9076/lifetime-by-position</link>
        <pubDate>Sat, 28 Dec 2019 19:20:40 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9076@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Is there a way to set a lifetime based on position, so that an object can be automatically eliminated if it's y value is less than some limit (for example).?  I've got bubbles spawning from a character when underwater which float upward from the character as it swims (using an orx spawner).  I'd like to kill the bubble object when it reaches the surface of the water.  As it is, the bubbles continue into the air above the surface if the character is close to the surface.</p>
]]>
        </description>
    </item>
    <item>
        <title>spawning positioning</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9074/spawning-positioning</link>
        <pubDate>Fri, 27 Dec 2019 01:48:58 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9074@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello again!  In a scrolling platform type game I'm trying to spawn some things always just outside the right side of the viewport (like clouds, birds, etc) so they enter the game from the right side of the screen, regardless of where the player is in the world.  I've been parenting the spawner to the camera, setting UseParentSpace = true and setting the position just outside the viewport on the x axis and y axis is random within a range.  This works well, except now I've added some water and my character can dive and swim down below the "ground" surface.  (there will be other ways to go underground as well)  Since my camera is parented to the character, the spawner follows along and  clouds and birds spawn dutifully underground.  What would be the orx way to limit the y positioning of these items to an absolute position, while keeping the x values relative to the player to keep it off the right side of the screen?  I'm resisting writing my own logic for this so I can better learn how to use orx.</p>

<p>thanks for any help!</p>
]]>
        </description>
    </item>
    <item>
        <title>orxObject_getSpeed returns zero</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9069/orxobject-getspeed-returns-zero</link>
        <pubDate>Sat, 30 Nov 2019 17:54:15 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9069@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi guys, I'm trying to get the speed of a moving object using orxObject_GetSpeed.  It works on my player who has had the speed set with orxObject_SetSpeed.</p>

<p>But now I'm trying to get the speed of a moving platform, which is moved using FX as setup in the ini file.  It looks like GetSpeed is always returning a zero vector on this object.  Is it possible to get the current speed of such an object that is moved by a speed effect?  Probably I've done something wrong but can't find it yet.</p>

<p>Here is the effect on the object in question:</p>

<pre><code>    [HorzElevatorFX]
    SlotList    =HorzElevatorSpeedSlot
    KeepInCache = true
    Loop        = true

    [HorzElevatorSpeedSlot]
    Type        = Speed
    Curve       = sine
    StartTime   = 0
    EndTime     = 11
    Absolute    = true
    StartValue  = (100,0,0)
    EndValue    = (-100, 0, 0)
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>GL/gl.h not found when building orx with gmake</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9067/gl-gl-h-not-found-when-building-orx-with-gmake</link>
        <pubDate>Thu, 21 Nov 2019 09:23:09 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>karacol</dc:creator>
        <guid isPermaLink="false">9067@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey everyone, I've just run into a problem when building orx in Linux with gmake. When I run <code> make config=debug64 </code> in the build/linux/gmake folder, I get  the following error:</p>

<pre><code>
==== Building orxLIB (debug64) ====
orxPlugin_EmbeddedList.cpp
In file included from ../../../include/../plugins/Display/GLFW/orxDisplay.c:44:0,
                 from ../../../src/plugin/orxPlugin_EmbeddedList.cpp:68:
../../../../extern/glfw-3/include/GLFW/glfw3.h:202:12: fatal error: GL/gl.h: Datei oder Verzeichnis nicht gefunden
   #include &lt;GL/gl.h&gt;
            ^~~~~~~~~
compilation terminated.
orxLIB.make:416: recipe for target 'obj/x64/Debug/orxLIB/orxPlugin_EmbeddedList.o' failed
make[1]: *** [obj/x64/Debug/orxLIB/orxPlugin_EmbeddedList.o] Error 1
Makefile:20: recipe for target 'orxLIB' failed
make: *** [orxLIB] Error 2
</code></pre>

<p>("Datei oder Verzeichnis nicht gefunden" means "File or folder not found")<br />
Any idea why I might be misssing this file? When I built on Windows with Visual Studio two weeks ago, there was no problem whatsoever. I want to use orx this weekend at a GameJam, so any help would be much appreciated <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /></p>
]]>
        </description>
    </item>
    <item>
        <title>How to Use orxOBox?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9068/how-to-use-orxobox</link>
        <pubDate>Sat, 23 Nov 2019 13:05:00 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>karacol</dc:creator>
        <guid isPermaLink="false">9068@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi everyone, we're in the middle of our GameJam and trying to make a menu with clickable buttons. Our idea was to use orxOBox_2DIsInside to check whether the mouse position is inside the box, but we're not really clear on what the argument <code> const orxOBOX * _pstBox </code> should be? Handing over the "Exit Button" from the config files doesn't seem to work...</p>
]]>
        </description>
    </item>
    <item>
        <title>debugging fullscreen in visual studio</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9063/debugging-fullscreen-in-visual-studio</link>
        <pubDate>Thu, 14 Nov 2019 02:52:38 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9063@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I don't think this one is specific to orx, but hoping maybe someone has insight.  I'm using Visual Studio 2017.  I've found that if my orx game is set to fullscreen and I set a debug break point, bad things happen when the breakpoint is hit.  Specifically it becomes impossible to alt-tab to the desktop to see what is going on, or even cntrl-alt-del to pull up a task manager to kill the process.   Cntrl-Alt-Del works enough to choose Task Manager, but then nothing happens.  The only remedy is to Cntrl-Alt-Del and choose Sign Out.  Kind of not helpful while debugging!</p>

<p>Same thing happens if I cause an exception to happen and visual studio tries to come to the top to show me.</p>

<p>Regular windowed mode (fullscreen = false) doesn't have a problem allowing VS to get control.</p>

<p>Is there any way around this?  I know I can just debug in windowed mode, which is what I do, but would be nice to be able to in fullscreen.  I came across this link that seems to indicate it has to do with the window position flag being set.  Is this relevant?</p>

<p><a href="https://developercommunity.visualstudio.com/content/problem/44507/setting-a-breakpoint-in-a-fullscreen-app-project-c.html" rel="nofollow">https://developercommunity.visualstudio.com/content/problem/44507/setting-a-breakpoint-in-a-fullscreen-app-project-c.html</a></p>

<p>thanks</p>
]]>
        </description>
    </item>
    <item>
        <title>Setting up Scroll</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9061/setting-up-scroll</link>
        <pubDate>Sun, 10 Nov 2019 15:23:59 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9061@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm having trouble following the Scroll tutorial, probably missed something obvious.  I've got Scroll setup an included properly I think (using VS 2017), and added the .h and .cpp files as directed in the tutorial.  I don't see any mention of what to do with the original .cpp file that was generated when the project is created, so it is still in the project.  At that point, I can't compile because both the project .cpp and the new OrxScroll.cpp files have a main function defined.  So I tried removing the original project's .cpp file.  That will compile, but crashes hard if I try to run it.  Looks like the .ini files cannot be found for some reason.</p>

<p><img src="https://orx-project.org/forum/uploads/editor/c6/2t9ngo08cud5.png" alt="" title="" /></p>

<p>Let me know what I've missed and how to proceed.  Looking forward to trying this out.</p>
]]>
        </description>
    </item>
    <item>
        <title>How to position objects relative to fullscreen width and height</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9058/how-to-position-objects-relative-to-fullscreen-width-and-height</link>
        <pubDate>Fri, 08 Nov 2019 02:21:20 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9058@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I'm really enjoying using orx so far. Hopefully this is an easy one - I've set my Display to fullscreen. I then set my camera Frustum width and height based on that. I'd like to be able to set the position of objects relative to those dimensions...for example, to place a blocking pillar at the right edge of the screen. For now I've hard coded positions to look ok on my laptop.</p>

<p>The various ways I've tried to specify this in the Position= line of an object don't seem to work. Assuming this can be done in the ini file, how would you set an object position's x value at the screenwidth - 100 (for example)</p>

<p>thanks again for all the help!</p>
]]>
        </description>
    </item>
    <item>
        <title>New project doesn't work in windowed</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9059/new-project-doesnt-work-in-windowed</link>
        <pubDate>Fri, 08 Nov 2019 08:45:03 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>Vick</dc:creator>
        <guid isPermaLink="false">9059@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello,</p>

<p>When I create a new project the game is always in fullscreen. When I edit the main ini file i've FullScreen to false, even when I use <code>orxDisplay_SetFullScreen(false);</code> I  still have my game in fullscreen.</p>

<p>Did i miss something ?</p>

<p>If I add ScreenWidth &amp; ScreenHeight in my Display section for something like 1280/720 I'm still in fullscreen but borderless. (see screenshot)</p>

<p><img src="https://orx-project.org/forum/uploads/editor/fc/6dy8c1nx5tnq.png" alt="" title="" /></p>

<p>Thanks</p>
]]>
        </description>
    </item>
    <item>
        <title>help removing all objects</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9057/help-removing-all-objects</link>
        <pubDate>Tue, 05 Nov 2019 16:23:16 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>funemaker</dc:creator>
        <guid isPermaLink="false">9057@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello, I setup orx this weekend and am really enjoying it....everything works as advertised so far.</p>

<p>My basic questions is - what is the recommended way to iterate through all orxOJBECTS and remove them (for exiting a level of game play, for example).  More context below:</p>

<p>I've setup a simple system to allow navigation between various "levels" - for example, a main menu with ability to quit or proceed to Level 1.  My Level 1 is a simple Space Invaders style game.  While this level is in play, I want the user to be able to hit Esc to return to the main menu.  This works fine, but I'm having trouble getting rid of all of the objects used in level1 before switching to the main menu.  So a couple of questions:</p>

<p>To remove objects, I'm using orxObject_SetLifeTime(MyObject, 0);</p>

<p>It works well for removing objects I have references to, but I'm curious if that is the orx-like way to do it, or if there another recommendation.</p>

<p>To remove children of a parent object (my enemy fleet is composed of a single object with a bunch of children enemy objects), I've found how to iterate through the children and set their lifetimes to 0, so that works well to remove my enemies when the user returns from level 1 to the menu.</p>

<p>The problem is with my player's missiles...they are setup with a simple spawner that activates when the spacebar is pressed (pretty much the same as in the Beginner's guide).  If I launch a bunch of missiles then return to the menu, I'm not sure how to find those objects and remove them since I don't have references to them.</p>

<p>Sorry for the long-winded message.  I assume there must be a master list of objects that can be iterated for this purpose, but I haven't found it in the short amount of time I've spent looking around.</p>

<p>Thanks!</p>
]]>
        </description>
    </item>
    <item>
        <title>HELP: "stricmp and strnicmp was not defined in this scope"</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9050/help-stricmp-and-strnicmp-was-not-defined-in-this-scope</link>
        <pubDate>Wed, 09 Oct 2019 22:11:33 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>WolftrooperNo86</dc:creator>
        <guid isPermaLink="false">9050@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey, everyone.</p>

<p>I downloaded and installed Orx today, and when I generated a new project with the "init.bat" file, I went to the Windows Code::Blocks project and opened it. Everything looked good, but when I tried to build and run the new project, CB pulled up "orxString.h" and highlights two errors: stricmp and strnicmp aren't declared in the scope, apparently. Through a series of trials and errors I found that the problem seems to stem from "strings.h." I also found that these commands are important to the error log and assertions.</p>

<p>I don't understand what could be happening, and I've Googled all over the place, and also searched the forums, but have found nothing.</p>

<p>Any help would be much appreciated!</p>

<p>Thanks,<br />
Wolf</p>
]]>
        </description>
    </item>
    <item>
        <title>Pass Through Platforms / One-way walls in Orx Game Engine</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9047/pass-through-platforms-one-way-walls-in-orx-game-engine</link>
        <pubDate>Fri, 20 Sep 2019 17:21:25 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>Yzubi</dc:creator>
        <guid isPermaLink="false">9047@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Many platformer games, like Mario, allow the player to pass trough a platform if the character is coming from below, and walk in it, as normal, if otherwise.</p>

<p>Any tips for good ways for doing pass trough platforms in Orx?</p>

<p>One possible  solution is using a separate physics body with a small Y size for the character "feet" and using a small Y size physics body for the platform itself. Then, make the object feet teleport to the top using SetPosition if the object Speed.fY is negative and touch the Platform. But it seems a little complicated.</p>

<p>One can make an object "non-solid" for some objects, and solid for others? (And change it in real-time by code?) or similar, in Orx?</p>

<p>So if a condition is met, it can bypass the platform.</p>

<p>A Godot video tutorial with a preview of the effect can be found here: <a rel="nofollow" href="https://www.youtube.com/watch?v=T704Zrlye2k">Pass Through Platforms in Godot Engine</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Moving objects sitting on horizontally moving platforms</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9046/moving-objects-sitting-on-horizontally-moving-platforms</link>
        <pubDate>Thu, 19 Sep 2019 00:48:42 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>SuperVehicle001</dc:creator>
        <guid isPermaLink="false">9046@/index.php?p=/discussions</guid>
        <description><![CDATA[<p><img src="https://i.imgur.com/WqpWUw5.png" alt="" title="" /></p>

<p>The topmost platform in this picture moves left and right. For some reason, however, when I move my little Megaman onto the platform, he does not move <em>with</em> it, instead remaining static. I thought I may be able to solve it by continuing to call the physics handling event for as long as the player remains on the platform, and using it to apply some impulse that'll move the player alongside the platform, but there does not seem to be a way to accomplish this - at least, I haven't been able to find anything while looking through the tutorials, the examples and the API doc. It only covers one-and-done type collision deals which doesn't help me at all.</p>

<p>While looking through the wider web, I did find a possible solution. That's with the use of the Friction value. If I give both the player and the platform friction, then that will make the platform carry the player properly. But that comes with its own problems: even with friction as low as 1, it makes the player move slower while on the platform that they'd otherwise be (right now, moving left and right on the bottom platforms and in the air gives a Speed value of 319, but moving left and right while on the platform lowers it to 223). And also, having any friction at all will make the player cling onto the side of the platform if they hit it from the side and move towards it in the air. I think this could maybe be solved by setting Friction to 1 while the player is stationary but setting it to 0 when in the air or holding left and right. Problem there is that there doesn't seem to be a way to change Friction during runtime either! There's no orxObject_SetFriction nor anything like it.</p>

<p>I feel like there's a really easy solution to all this and I'm just not seeing it for some reason.</p>
]]>
        </description>
    </item>
    <item>
        <title>Question about altering animations through config</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9044/question-about-altering-animations-through-config</link>
        <pubDate>Tue, 10 Sep 2019 18:45:47 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>SuperVehicle001</dc:creator>
        <guid isPermaLink="false">9044@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I've been following the Beginner's Guide to understand how Orx works and I've hit a bit of a roadblock in <a rel="nofollow" href="https://orx-project.org/wiki/en/guides/beginners/exploding_monsters" title="Part 18 - Exploding Monsters">Part 18 - Exploding Monsters</a>.</p>

<p>In it, I'm asked to mess with the jelly blob's animation cycle via this type of code:<br />
<code>[JellyWobbleAnim0003]</code><br />
<code>TextureOrigin = (0, 0, 0)</code><br />
<code>[JellyWobbleAnim0004]</code><br />
<code>TextureOrigin = (64, 0, 0)</code><br />
However, it doesn't seem to actually work? The animation of the jelly blob looks exactly the same as before. It even appears to have no effect whatsoever, as I tried slowing the animation down as well as adding a ton of extra frames that show the same sprite, but the executable still isn't picking up on any of those extra frames, it just keeps showing the same 3 from the spritesheet.</p>

<p>Is the information on the tutorial outdated or am I doing something wrong?</p>
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        </description>
    </item>
    <item>
        <title>Building on windows, IDE help</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9043/building-on-windows-ide-help</link>
        <pubDate>Tue, 03 Sep 2019 05:18:25 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>nar</dc:creator>
        <guid isPermaLink="false">9043@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi,</p>

<p>I've created a new project using the init script, but I'm not sure how to build it. I see the visual studio project files in the build/windows folder, but I'm not sure what to do with them. (I've never used Visual Studio before, and the version I have installed is the free version, if that makes a difference.)</p>

<p>I'd really like to use Sublime or QtCreator to build the project since I've used them in the past, but is this too much of a hassle? Should I download codeblocks or codelite instead, or can I build it with Visual Studio Code?</p>

<p>Thanks!</p>
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        </description>
    </item>
    <item>
        <title>"orx.h": No such file or directory</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9042/orx-h-no-such-file-or-directory</link>
        <pubDate>Fri, 30 Aug 2019 20:03:40 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>CrazyFinn_</dc:creator>
        <guid isPermaLink="false">9042@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello!</p>

<p>I followed this <a rel="nofollow" href="https://orx-project.org/wiki/en/tutorials/cloning_orx_from_github" title="setup-guid">setup-guide</a> and this <a rel="nofollow" href="https://orx-project.org/wiki/en/orx/tutorials/visualstudio/cloning_and_building_orx_on_visual_studio" title="building-setup">building-setup</a> for Orx (Windows 10). Both worked without any errors but when I open the project (created with init) VisualStudio say: ' [...]: "orx.h": No such file or directory '. <br />
Because I worked before with SFML I added the "include" and "lib" directorys in the project setting but nothing changed. Recreating the project (init) doesnt helped. I didnt found my problem in the forum so I created this discussion! I hope somebody can/will help me!</p>

<p>Thanks!</p>

<p>Greetings from germany!</p>
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        </description>
    </item>
    <item>
        <title>Is there a way to perfectly center a windowed app to the user's resolution?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9040/is-there-a-way-to-perfectly-center-a-windowed-app-to-the-users-resolution</link>
        <pubDate>Sat, 10 Aug 2019 07:17:46 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>GaryM</dc:creator>
        <guid isPermaLink="false">9040@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I can't seem to find any way to find the center of the screen width and height through the config.<br />
I'd imagine it looks something like this, where "Center?" is the correct way to get the width/2 and height/2 of the screen's reported resolution.</p>

<p><code>[Display]</code><br />
<code>ScreenPosition  = (Center?, Center?)</code></p>

<p>If it can't be done through the config, then how would it be done through my source file, in c++?</p>
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        </description>
    </item>
    <item>
        <title>Is there any tutorial or example for viewport shaders?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9041/is-there-any-tutorial-or-example-for-viewport-shaders</link>
        <pubDate>Sun, 11 Aug 2019 08:09:37 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>GaryM</dc:creator>
        <guid isPermaLink="false">9041@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I've looked around the wiki and while it appears that viewports can use shaders, there doesn't seem to be any example that I can find of doing so.</p>

<p>Is there any way someone can provide an example of say, tinting the screen red? Maybe a Gaussian blur?</p>
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        </description>
    </item>
    <item>
        <title>Sublime Text as the Editor and Compiler...</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9037/sublime-text-as-the-editor-and-compiler</link>
        <pubDate>Mon, 29 Jul 2019 07:06:48 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>qualityPlay</dc:creator>
        <guid isPermaLink="false">9037@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi to all Orx Warriors,</p>

<p>I'm currently on Windows setup, and I'm still in browsing mode, haven't setup the environment yet, I know how to setup minGW &amp; Sublime Text 3 (ST3) to compile C programs.</p>

<p>What I want to know is, can I use it to compile Orx projects easily, Also I know there's a ST2 pack for Orx, can we use it with ST3.</p>

<p>Thanks.</p>
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        </description>
    </item>
    <item>
        <title>Noob here, memory management query</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9036/noob-here-memory-management-query</link>
        <pubDate>Thu, 25 Jul 2019 07:48:52 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>qualityPlay</dc:creator>
        <guid isPermaLink="false">9036@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi There,</p>

<p>I am new to the ORX world, happy to be here, I'm coming from javascript and haxe background. What attracted and gravitated me towards Orx is it's data-driven concept.</p>

<p>And I'm thinking about going the pure C way rather than C++.  And last few weeks I've been wrestling with the C.</p>

<p>What worries me most than anything else is 'Memory Management'. Coming form garbage collecting scripting languages to mother of programming languages is bit intimidating.</p>

<p>I'm hoping Orx takes care of memory management, if not, would you learned Orx masters show me the way to how to do it.</p>

<p>Thanks a lot</p>
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        </description>
    </item>
    <item>
        <title>Orx/Scroll Tutorial - Binding Objects Error</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9035/orx-scroll-tutorial-binding-objects-error</link>
        <pubDate>Fri, 12 Jul 2019 14:06:43 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>LudiG</dc:creator>
        <guid isPermaLink="false">9035@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey guys, I'm busy going through the tutorials for Orx/Scroll and, during the Object Binding stage, I've encountered difficulty binding the EnemyBug class to the "O-EnemyBug" game object defined in the config file provided by the tutorial. Specifically, the program fails to compile when I add the call to "ScrollBindObject" and I get a "vtable not found for EnemyBug" linking error, which perhaps means that the problem lies with the way I'm implementing the inherited ScrollObject's virtual methods. I was wondering if anyone could offer some insight as to what I'm doing wrong? I'm using MinGW to build the project for Windows, the skeleton of which I generated using the init script supplied with the main Orx library.</p>

<p>I've attached a .zip of the project files if anyone wants to have a look. The structure is mostly identical to that of the tutorial's, with the main difference being the files generated by the init script.</p>
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        </description>
    </item>
    <item>
        <title>Noob question, C</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9028/noob-question-c</link>
        <pubDate>Fri, 19 Apr 2019 16:30:44 +0000</pubDate>
        <category>Help request</category>
        <dc:creator>anchorbricks</dc:creator>
        <guid isPermaLink="false">9028@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Howdy everyone,</p>

<p>I was curious if its okay to write code for use with orx in pure C. I know that orx was written in C. I was also curious if there was a way to launch a new project that creates a C source file instead of one that is in C++.  I'm a beginner so I beg your pardon if these questions are of the "wrong" type.</p>

<p>For my newly created project, may I delete the cpp default source file and create another? Is it permissible to change the file extension of a .cpp file to .c in order for my IDE and compiler to recognize that I want to compile C?</p>

<p>Thank you in advance. I appreciate your patience.</p>

<p>I'm using Codeblocks and MinGW on Windows 7.</p>
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