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	<channel>
      <title>Projects - Tools — Orx: Portable Game Engine</title>
      <link>https://forum.orx-project.org/index.php?p=/</link>
      <pubDate>Thu, 21 May 2026 17:18:46 +0000</pubDate>
          <description>Projects - Tools — Orx: Portable Game Engine</description>
    <language>en</language>
    <atom:link href="https://forum.orx-project.org/index.php?p=/categories/projects-tools/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>Free Music / SFX Resource - Over 2500 Tracks</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7099/free-music-sfx-resource-over-2500-tracks</link>
        <pubDate>Tue, 19 Aug 2014 13:41:05 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>Eric Matyas</dc:creator>
        <guid isPermaLink="false">7099@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi everyone,<br />
<br />
I've got a site up with free music, soundscapes and sound effects that you can use in commercial projects as well as noncommercial ones. It's all original...all my own stuff. All I ask is to be credited as indicated on my homepage.<br />
<br />
<a href="http://soundimage.org/" rel="nofollow">http://soundimage.org/</a><br />
<br />
I sincerely hope the site is helpful. Any and all feedback is welcome and always appreciated.<br />
<br />
Thanks,<br />
Eric<br />
<a href="http://soundimage.org/" rel="nofollow">http://soundimage.org/</a>]]>
        </description>
    </item>
    <item>
        <title>Building a Free Library of Images for Everyone</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8615/building-a-free-library-of-images-for-everyone</link>
        <pubDate>Tue, 10 Jan 2017 18:37:40 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>Eric Matyas</dc:creator>
        <guid isPermaLink="false">8615@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi everyone,<br />
<br />
I've been building a library of images that you are welcome to freely use in your projects. They are all original...all my own work. I think a lot of them could be made into cool textures for games.  All I ask is to be attributed as indicated on my homepage:<br />
<br />
<a href="http://soundimage.org/" rel="nofollow">http://soundimage.org/</a><br />
<br />
The images are on my &quot;TXR&quot; pages.<br />
<br />
I'm adding new ones all the time, so be sure to check back often. I sincerely hope that some of them are useful. Any and all constructive feedback is welcome and always appreciated.  :-)<br />
<br />
All the best,<br />
<br />
Eric]]>
        </description>
    </item>
    <item>
        <title>Orx Curve Editor</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8638/orx-curve-editor</link>
        <pubDate>Thu, 02 Mar 2017 04:55:27 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8638@/index.php?p=/discussions</guid>
        <description><![CDATA[Currently in progress is a a Curve Editor for Orx developers, written in Orx.<br />
<br />
The intention is to provide two features:<br />
<br />
1) The ability to edit Bezier curves and to test objects moving along them.<br />
2) The ability to test the same curves against FX like position, color etc.<br />
<br />
Of course curves can be loaded, saved and exported.<br />
<br />
Current progess on the curve interface:<br />
<br />
<a href="https://www.dailymotion.com/video/x5pzvkk" rel="nofollow">https://www.dailymotion.com/video/x5pzvkk</a>]]>
        </description>
    </item>
    <item>
        <title>Norx - a Nim wrapper of ORX</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9099/norx-a-nim-wrapper-of-orx</link>
        <pubDate>Fri, 26 Jun 2020 14:24:23 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>gokr</dc:creator>
        <guid isPermaLink="false">9099@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi all!</p>

<p>I recently discovered ORX and I have a game idea I want to make reality. But... I am not that interested in C or C++ - but I do like the up and coming <a rel="nofollow" href="http://nim-lang.org" title="Nim language">Nim language</a>. I have worked a bit with Nim, making my <a rel="nofollow" href="http://sprylang.se" title="own little language">own little language</a> in it and some other utilities. I also know the creator and the Nim community fairly well - top notch and very sharp people.</p>

<p>So, since ORX is C99 and Nim integrates VERY well with C/C++ I have created a first shot at a wrapper. Nim compiles via C which means the calls to ORX have zero overhead. Nim also produces fast C code so there is seldom any real performance difference. However, Nim is a richer language while being much easier to program in. One can always take a peek at <a href="https://nim-by-example.github.io" rel="nofollow">https://nim-by-example.github.io</a></p>

<p>If one wants to play with it, the best place to start is via my ORX clone at github. The wrapper lives in the subdirectory code/nim:</p>

<p><a href="https://github.com/gokr/orx/tree/master/code/nim/norx" rel="nofollow">https://github.com/gokr/orx/tree/master/code/nim/norx</a></p>

<p>I will try to keep it in sync with the ORX master branch!</p>

<p>I develop on Linux but Nim is cross platform so it should be possible to use Norx on all platforms. There is just a silly port of the "spinning logo" so far, but the wrapper should in theory (modulo bugs of course) be complete because it was in most part autogenerated from the ORX headers. While using it I intend to "smooth things out" making it less "C" and more "Nim".</p>

<p>Any and all comments welcome!</p>

<p>regards, Göran</p>
]]>
        </description>
    </item>
    <item>
        <title>CreationTemplate &amp; SettingsTemplate modification proposal</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9049/creationtemplate-settingstemplate-modification-proposal</link>
        <pubDate>Mon, 07 Oct 2019 23:43:01 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>ainvar</dc:creator>
        <guid isPermaLink="false">9049@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Here follows a proposal about modifying CreationTemplate.ini and SettingsTemplate.ini in order to make them more editor-friendly.</p>

<pre><code>AINVAR Document syntax proposal
; [SectionName] - no modifications
;
; KeyName[FreeKeyName|PostFixedKeyName|Enum] = [[ValueType(limit):Default|None] | [[ValueType(limit):Default|None] &amp; [ValueType(limit):Default|None]]:
;
; KeyName attributes:
;   FreeKeyName         = KeyName is a place holder for a list of free key names
;   PostFixedKeyName    = KeyName is a place holder for a list of free key names that will have KeyName as postfix
;   Enum                = Value of an existing enum known or defined in place. 
;                         Known enums are conveniently input keys (mouse/keyb/joy)
;                         Enums defined in place will follow *enum definition syntax*
;
; Value attributes:
; [[ValueType(limit|(min&lt;max)):Default|None]
;
;   ValueType           = Int|UInt|Bool|Float|Vector|String 
;                           (min &amp; max can be applied, if present. the interval can be open (min&lt;) = min to infinite (&lt;max) = -infinite to max)
;                         Enum
;                         Template:TemplateType
;                         List:Type:... ; In this case the (limit) value is used to express the max list size
;                         FilePath:DynamicLibrary|Storage|Config|Image|Sound
;                         DirectoryPath
;                         Command
;                         ShaderExtension
;
;   Default             = type default value, if appliable
;                         None that by default the key is not defined
;                         
;
; Since a key may have multiple value rapresentations, we can give a way to document such alternatives
; KeyName = [[typedef1] | [typedef1]] ; means we can have valuedef1 type or typedef2
; KeyName = [[typedef1] | [[typedef1] &amp;# [typedef3]] ; means we can have valuedef1 type or typedef2 and typedef3 separated by #
;
;


; Enum definition syntax
; [Enum:name{value1|value2|value3|...}]
;
; In addition, to make the document more readable, I propose a special section used to declare enums and avoid in-place definitions
; [@EnumDefs@]
; EnumNameA = value1|value2|value3|...
; EnumNameB = value1|value2|value3|...
</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>List of Tools</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8540/list-of-tools</link>
        <pubDate>Tue, 28 Jun 2016 06:23:09 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">8540@/index.php?p=/discussions</guid>
        <description><![CDATA[List of tools with links (wip)<br />
<br />
<b>Scroll/ScrollEd</b>:<br />
<a href="https://bitbucket.org/orx/scroll" rel="nofollow">https://bitbucket.org/orx/scroll</a><br />
<br />
<b>DragonBone </b><br />
<a href="https://bitbucket.org/orx/jtorx" rel="nofollow">https://bitbucket.org/orx/jtorx</a><br />
This program converts DragonBones Pro json files to Orx ini files that are ready to use.The program will automatically create all the graphic and animation objects for you including all the possible animation links.<br />
<img src="https://dragonbones.github.io/en/img/animtion/more/1.png" alt="1.png" /><br />
<br />
<b>Texture Packer</b> to Orx Converter<br />
<a href="https://bitbucket.org/orx/texturepacker-exporter" rel="nofollow">https://bitbucket.org/orx/texturepacker-exporter</a><br />
<br />
<b>darkFunction Editor</b> to Orx Converter<br />
<a href="http://orx-project.org/wiki/tutorials/community/sausage/darkfunction_to_orx" rel="nofollow">http://orx-project.org/wiki/tutorials/community/sausage/darkfunction_to_orx</a><br />
<img src="http://darkfunction.com/images/screenshot1thumb.png" alt="screenshot1thumb.png" /><br />
<br />
<br />
<b>Inkscape</b> To OrxMesh: <a href="https://bitbucket.org/orx/inkscapetoorxmesh" rel="nofollow">https://bitbucket.org/orx/inkscapetoorxmesh</a><br />
Tutorial: <a href="http://orx-project.org/wiki/tutorials/community/sausage/inkscape_to_orx" rel="nofollow">http://orx-project.org/wiki/tutorials/community/sausage/inkscape_to_orx</a><br />
Converter: <a href="https://forum.orx-project.org/uploads/legacy/fbfiles/files/InkscapeToOrxMesh03.zip" rel="nofollow">https://forum.orx-project.org/uploads/legacy/fbfiles/files/InkscapeToOrxMesh03.zip</a><br />
<img src="https://orx-project.org/wiki/_media/13-converter-select-file-and-name.png" alt="13-converter-select-file-and-name.png" /><br />
<br />
<br />
<b>Tiled Map Editor</b><br />
<a href="http://orx-project.org/wiki/tutorials/community/sausage/tmx_to_orx" rel="nofollow">http://orx-project.org/wiki/tutorials/community/sausage/tmx_to_orx</a><br />
TMX to ORX Config Converter<br />
<img src="https://construct-static.com/images/v788/uploads/articleuploadobject/0/images/16214/4-screenshot-terrain.png" alt="4-screenshot-terrain.png" /><br />
<br />
<br />
<b>Sublime Text</b> ORX config support:<br />
<a href="https://bitbucket.org/orx/sublime-text-orx" rel="nofollow">https://bitbucket.org/orx/sublime-text-orx</a><br />
<br />
<b>OrxEditor</b> (Beta)<br />
<a href="https://github.com/fgmcoelho/orxEditor" rel="nofollow">https://github.com/fgmcoelho/orxEditor</a><br />
OrxEditor is an WYSIWYG scene editor that allows you to create complex scenes and export them to an Orx Engine friendly format.<br />
<br />
<b>AnimationEditor</b><br />
<a href="https://bitbucket.org/orx/animationeditor/src/default/" rel="nofollow">https://bitbucket.org/orx/animationeditor/src/default/</a><br />
<br />
<img src="https://bitbucket.org/orx/animationeditor/raw/screenshots/screenshot.png" alt="screenshot.png" /><br />
<br />
<br />
<b>Orx Curve Editor</b> (WIP)<br />
<a href="https://forum.orx-project.org/discussion/8638" rel="nofollow">https://forum.orx-project.org/discussion/8638</a><br />
<br />
<br />
<br />
<br />
<br />
...]]>
        </description>
    </item>
    <item>
        <title>orxSolver</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9084/orxsolver</link>
        <pubDate>Wed, 19 Feb 2020 02:42:24 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krypto42</dc:creator>
        <guid isPermaLink="false">9084@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>It's been a long time since my first (and last) thread here. I've gotten to a point where I'm trying to work on my game again, an RPG. I needed to figure out a way to make a list of attributes for characters that would be easily configurable, so I thought of creating a solver DSL for defining the relationships between attributes, in any arbitrary order so long as no loops are detected, which could then be attached to arbitrary orxObjects to automatically generate any dependent attributes on that object. The reasoning for this is to have an easy repository for all equations used in the game, which could be reused not just for stats but also damage calculations, or anything else really.</p>

<p>An example using hp, where equipped_list and effects_list are keys on the object that are just lists of other sections that currently affect the character:</p>

<pre><code>[StatSolver]
Equations  = StatEquations
Defaults   = StatDefaults
Update     = change

[StatDefaults]
base_hp      = 10
base_mult_hp = 1
damage_hp    = 0

[StatEquations]
max_hp                = Clamp(0, max_hp_cap, (base_hp * base_mult_hp) + (equipment_mod_hp * equipment_mod_mult_hp))
total_hp              = max_hp + (temporary_mod_hp * temporary_mod_mult_hp) - damage_hp
max_hp_cap            = infinity
equipment_mod_hp      = Sum(equipped_list, equip_modifier_hp, default: 0)
equipment_mod_mult_hp = Sum(equipped_list, equip_modifier_mult_hp, default: 0)
temporary_mod_hp      = Sum(effects_list, temp_modifier_hp, default: 0)
temporary_mod_mult_hp = Sum(effects_list, temp_modifier_mult_hp, default: 0)
</code></pre>

<p>This would, given any orx object, generate the attributes base_hp, base_mult_hp, damage_hp, total_hp, max_hp_cap, equipment_mod_hp, equipment_mod_mult_hp, temporary_mod_hp, and temporary_mod_mult_hp on that object.</p>

<p>I've currently got a parser and topological sort working, I've started on setting up a VM for it, but I noticed that the orxConfig API isn't thread safe, which I would need if I wanted to solve for multiple characters in parallel if the equations are referencing lists of config sections, but not if they're just referencing other variables on the object itself, since that can be saved to a hashtable beforehand. The only solutions I can think of so far are either manually doing mutex locks when reading the config (not ideal), duplicating the code from the config module to read values from another section without modifying the config section stack (also not ideal), or just dealing with solving for one object at a time (which limits how much it can be used). Just wondering if there's any tips on this.</p>
]]>
        </description>
    </item>
    <item>
        <title>Project 2Dstroy</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9001/project-2dstroy</link>
        <pubDate>Sun, 10 Jun 2018 12:07:27 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9001@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey !<br />
<a rel="nofollow" href="https://forum.orx-project.org/index.php?p=/profile/naroin">@naroin</a> and I started a game project few weeks ago, and because it's moving forward, wanted to share the news on the new forum <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" />.<br />
It will be a Bomberman like game named <strong>2Dstroy</strong> (<em>temp name for now</em>).<br />
I will post what's to share bellow.</p>

<p>You can follow us on <a rel="nofollow" href="https://twitter.com/fullybugged" title="Twitter">Twitter</a>, <a rel="nofollow" href="https://mastodon.gamedev.place/@FullyBugged" title="Mastodon">Mastodon</a>, <a rel="nofollow" href="https://www.facebook.com/Fully.Bugged" title="Facebook">Facebook</a>, <a rel="nofollow" href="https://plus.google.com/u/0/+FullyBugged" title="Google+">Google+</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Orx IDE</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9072/orx-ide</link>
        <pubDate>Sun, 15 Dec 2019 18:17:04 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>_N_</dc:creator>
        <guid isPermaLink="false">9072@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I am trying to figure the scope of what I can do with the orx API and use it as much as I can.</p>

<p>Can I draw the sprite / object / texture into the buffer that holds the actual raster?<br />
The idea is to redraw the asset according to the scale and / or zoom factor and also draw assets on the screen at runtime to create new objects.</p>

<p>The more general question is what is the optimal standard Orx way to design runtime objects from scratch?</p>

<p>I looked over CreationTemplate.ini and I can see the benefit of mapping properties and commmands to text.</p>

<p>In order to facilitate an Orx IDE the next step would be binding Dear ImGui commands and push the GUI design through the ini file.</p>

<p>Editing ini files through an ImGUI IDE property tree and issuing OrxConfig calls to save is a goal.</p>

<p>I gather <code>orxCOMMAND_REGISTER_CORE_COMMAND</code> / <code>orxCommand_Register</code> seems to be the way to register and <code>orxCommand_Execute</code> to access functions and maintain object properties in ini.</p>

<p>I presume all the commands in the bouncing demo can be executed within the ini file so this is the basis to bind a scripting language to Orx?</p>
]]>
        </description>
    </item>
    <item>
        <title>Vgame (Audio &amp; Music For Video Games)</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9073/vgame-audio-music-for-video-games</link>
        <pubDate>Tue, 17 Dec 2019 21:17:58 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9073@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Unlimited Audio &amp; Music Elements For Video Games<br />
<a href="https://www.vgame.ca/" rel="nofollow">https://www.vgame.ca/</a></p>

<p><em>VGAME facilitates music and sound integration into video games. We offer a high-end quality music and audio library as well as a powerful search engine to take advantage of while searching for the perfect track.</em></p>

<p>More than 4000 tracks specifically curated for all types of video games</p>

<p>Music &amp; Audio License: <a href="https://www.vgame.ca/licenses-table" rel="nofollow">https://www.vgame.ca/licenses-table</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Open Game Art</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9071/open-game-art</link>
        <pubDate>Sun, 15 Dec 2019 14:57:29 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9071@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Depending on their license of use,<br />
Useful 2D game assets website for your games or prototypes.</p>

<p><strong>Sprites - 2D pixel art</strong><br />
<a href="https://opengameart.org/art-search-advanced?keys=&amp;field_art_type_tid%5B%5D=9&amp;sort_by=count&amp;sort_order=DESC" rel="nofollow">https://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid[]=9&amp;amp;sort_by=count&amp;amp;sort_order=DESC</a></p>

<p><strong>FAQ</strong><br />
<a href="https://opengameart.org/content/faq" rel="nofollow">https://opengameart.org/content/faq</a></p>

<hr />

<p>But available too</p>

<p>some <strong>textures</strong>:<br />
<a href="https://opengameart.org/art-search-advanced?keys=&amp;field_art_type_tid%5B%5D=14&amp;sort_by=count&amp;sort_order=DESC" rel="nofollow">https://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid[]=14&amp;amp;sort_by=count&amp;amp;sort_order=DESC</a></p>

<p><strong>Musics</strong><br />
<a href="https://opengameart.org/art-search-advanced?keys=&amp;field_art_type_tid%5B%5D=12&amp;sort_by=count&amp;sort_order=DESC" rel="nofollow">https://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid[]=12&amp;amp;sort_by=count&amp;amp;sort_order=DESC</a></p>

<p><strong>Sounds Effects</strong><br />
<a href="https://opengameart.org/art-search-advanced?keys=&amp;field_art_type_tid%5B%5D=13&amp;sort_by=count&amp;sort_order=DESC" rel="nofollow">https://opengameart.org/art-search-advanced?keys=&amp;amp;field_art_type_tid[]=13&amp;amp;sort_by=count&amp;amp;sort_order=DESC</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Orx code linting - clang compiler option Orx supported</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9070/orx-code-linting-clang-compiler-option-orx-supported</link>
        <pubDate>Mon, 02 Dec 2019 01:31:43 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>_N_</dc:creator>
        <guid isPermaLink="false">9070@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>The goal would be to come up with a clang compiler orx supported option set allowing -Wextra -Wall compilation.</p>

<p>Follows a summary of the flags reviewed by iarwain at this point:<br />
<a href="https://github.com/orx/orx/pull/43" rel="nofollow">https://github.com/orx/orx/pull/43</a></p>

<pre><code>Clang Orx diagnostic flags status
    https://clang.llvm.org/docs/DiagnosticsReference.html

summary of first reviewed batch

-Wno-sign-compare
-Wno-unused-parameter
-Wno-c++98-compat-pedantic

- disable
+ enable

    [-Wbad-function-cast]
 -  [-Wc11-extensions]
 -  [-Wc++98-compat-pedantic]
    [-Wcast-align]
 +  [-Wcast-qual]
    [-Wcomma]
    [-Wconditional-uninitialized]
    [-Wconversion]
    [-Wdeprecated]
    [-Wdisabled-macro-expansion]
 +  [-Wdocumentation]
    [-Wdocumentation-deprecated-sync]
    [-Wdocumentation-unknown-command]
 -  [-Wdouble-promotion]
    [-Wextra-semi]
    [-Wfloat-conversion]
 -  [-Wfloat-equal]
 -  [-Wformat-nonliteral]
    [-Wglobal-constructors]
    [-Wgnu-anonymous-struct]
    [-Wgnu-empty-initializer]
 -  [-Wgnu-zero-variadic-macro-arguments]
    [-Wimplicit-fallthrough]
    [-Wimplicit-function-declaration]
    [-Wmissing-prototypes]
    [-Wmissing-variable-declarations]
    [-Wnested-anon-types]
    [-Wnull-pointer-arithmetic]
    [-Wold-style-cast]
 -  [-Wpadded]
 -  [-Wpedantic]
 -  [-Wreserved-id-macro]
    [-Wshadow]
    [-Wshadow-field-in-constructor]
 +  [-Wshorten-64-to-32]
    [-Wsign-compare]
 +  [-Wsign-conversion]
 -  [-Wstrict-prototypes]
 -  [-Wswitch-enum]
 +  [-Wundef]
    [-Wunknown-warning-option]
    [-Wunused-macros]
    [-Wunused-parameter]
    [-Wvla]
    [-Wweak-vtables]
    [-Wzero-as-null-pointer-constant]
    [-Wzero-length-array]

</code></pre>
]]>
        </description>
    </item>
    <item>
        <title>ORX code reorganization proposal</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9048/orx-code-reorganization-proposal</link>
        <pubDate>Thu, 26 Sep 2019 18:34:53 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>ainvar</dc:creator>
        <guid isPermaLink="false">9048@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello, I have some proposals regarding orx dev-ops that may help to add flexibility in building orx with different configurations and plugins.</p>

<ol>
<li><p>Change premake and use CMake instead:<br />
I know you may dislike CMake (It's really ugly and generates a lot of garbage, syntax sucks) but it's a de facto standard and it's better than having a custom modified old premkake 4 version.<br />
More important, it fits really well with proposal 2.</p></li>
<li><p>Use conan.io as package manager:<br />
No more need to have a complete custom package management with rebol, downloading zips, etc.<br />
You simply create a packet for each dependency (if vanilla may be they are already available) and declare on conan recipe that you need such packet.<br />
Users will use conan directly in their development flow and just add something like "orx/1.10.0@orx/stable" and they will obtain all needed stuff to build the game.<br />
This gives a you a quite standard way to create and distribute pre-built binaries.<br />
In the same time allows users to automatically build orx and dependencies in case a pre-build for such exotic configuration does not exists.</p></li>
<li><p>Divide orx code base in multiple packages:<br />
This would allow plugin injection on a vanilla orx version just by overriding a dependency using conan.<br />
Just to make an example, assume I have a modified orxPlugin_Display that can expose the GLFW window identifier to the orx host application.<br />
With just one line of configuration I could substitute such orxPlugin_Display at compile time without loosing benefits of being aligned to last orx vanilla version.<br />
Orx code-base seems already ready to be conan-ized as it really well separated between core and plugins.</p></li>
</ol>

<p>Of course it's a lot of stuff to be done but if you're interested I can help you with that as I'm doing this on all projects at my workplace (~50+ repos now converted to packages and inserted in CI).</p>
]]>
        </description>
    </item>
    <item>
        <title>Hexagon Shader Tut - Updated Example</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9045/hexagon-shader-tut-updated-example</link>
        <pubDate>Fri, 13 Sep 2019 18:22:49 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>LudiG</dc:creator>
        <guid isPermaLink="false">9045@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi all, I've taken the hexagon shader example found here: <a href="http://orx-project.org/wiki/en/tutorials/community/sergeig/hexagongrid" rel="nofollow">http://orx-project.org/wiki/en/tutorials/community/sergeig/hexagongrid</a></p>

<p>and updated it with an axial/cubial coordinate system as detailed in this article: <a href="https://www.redblobgames.com/grids/hexagons/" rel="nofollow">https://www.redblobgames.com/grids/hexagons/</a>.</p>

<p>I believe it simplifies the original example a little bit, and also allows you to switch between horizontal and vertical orientations of hexagons quite easily.</p>

<p>You can find it here if you're interested: <a href="https://github.com/LudiG/tut_hex" rel="nofollow">https://github.com/LudiG/tut_hex</a></p>
]]>
        </description>
    </item>
    <item>
        <title>Tiled MapEditor to ORX Config Converter Tool</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/5010/tiled-mapeditor-to-orx-config-converter-tool</link>
        <pubDate>Wed, 05 Sep 2012 11:53:06 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">5010@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi Guys,<br />
<br />
v0.61 of the tool that converts Tiled Map Editor files (.TMX) into ORX Config (.INI) files is ready.<br />
<br />
Tiled can be downloaded here: <a href="http://www.mapeditor.org" rel="nofollow">http://www.mapeditor.org</a><br />
<br />
And download the converter tool from here:<br />
<br />
v0.61 <a href="https://gitlab.com/sausagejohnson/tiledtoorx/raw/master/TiledToOrx.zip" rel="nofollow">https://gitlab.com/sausagejohnson/tiledtoorx/raw/master/TiledToOrx.zip</a><br />
<br />
<br />
<br />
<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/tmx_to_orx_interface.png" alt="tmx_to_orx_interface.png" />]]>
        </description>
    </item>
    <item>
        <title>Discussion of a general editor is back on the table</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9027/discussion-of-a-general-editor-is-back-on-the-table</link>
        <pubDate>Tue, 12 Mar 2019 06:47:18 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9027@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>if anyone is interesting in discussing / mocking the editor, go to: <a href="https://gitter.im/orx/editor" rel="nofollow">https://gitter.im/orx/editor</a></p>

<p>Or posting here <img src="https://forum.orx-project.org/resources/emoji/wink.png" title=";)" alt=";)" height="20" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Outpost Bandit</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8767/outpost-bandit</link>
        <pubDate>Sun, 27 Aug 2017 23:40:28 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8767@/index.php?p=/discussions</guid>
        <description><![CDATA[This is a game I started as part of the GameInADay event, which was an internal one day gamejam for Xero employees.<br />
<br />
It was perhaps a little ambitious for a one day event. I didn't finish but got a lot of interesting mechanics working with weld joints.<br />
<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/outpost.png" alt="outpost.png" /><br />
<br />
Video available at:<br />
<br />
<a href="http://www.dailymotion.com/video/x5yflsd" rel="nofollow">http://www.dailymotion.com/video/x5yflsd</a><br />
<br />
The next few days will involve some refinement and simplification.]]>
        </description>
    </item>
    <item>
        <title>UI for ORX (imgui)</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9010/ui-for-orx-imgui</link>
        <pubDate>Sun, 26 Aug 2018 22:24:17 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9010@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Just wanted to start a thread to collect the work done by <a rel="nofollow" href="https://forum.orx-project.org/index.php?p=/profile/ainvar">@ainvar</a> on integrating imgui support into Orx.</p>

<p>This is a question that is often asked if Orx can support a minimal UI library for doing buttons, dropdowns and other controls.</p>

<p>These can be either used in-game, or to make applications with Orx, like editors, for example.</p>

<p>You can use Ainvar's repository to learn how to set up imgui in Orx: <a href="https://bitbucket.org/ainvar/imguiorx" rel="nofollow">https://bitbucket.org/ainvar/imguiorx</a></p>

<p>Also, you can see many examples of control usage at: <a href="https://github.com/ocornut/imgui" rel="nofollow">https://github.com/ocornut/imgui</a></p>

<p>The actual file that contains a handful of functions so that Orx can use imgui to render and get inputs is here: <a href="https://bitbucket.org/ainvar/imguiorx/src/dac596c944cf17fbeaa1b0837e76861f526959e8/src/ImGui_Orx.cpp?at=master&amp;fileviewer=file-view-default" rel="nofollow">https://bitbucket.org/ainvar/imguiorx/src/dac596c944cf17fbeaa1b0837e76861f526959e8/src/ImGui_Orx.cpp?at=master&amp;fileviewer=file-view-default</a></p>

<p>There is also a nuklear test at: <a href="https://github.com/vurtun/nuklear" rel="nofollow">https://github.com/vurtun/nuklear</a></p>

<p>Tutorials will be available soon on the wiki on how to start, and how to use simple controls to build up an application.</p>
]]>
        </description>
    </item>
    <item>
        <title>Orx Project Testing - results</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9004/orx-project-testing-results</link>
        <pubDate>Wed, 20 Jun 2018 00:48:27 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9004@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Testing is complete for all Orx Projects (setup.sh), and Generated Projects (init.sh) for all IDEs on all desktop OSes, for all build configurations.</p>

<p>This includes Visual Studio 2015 / 2017, Codelite, Code::Blocks, gmake, Xcode, on Windows, Linux and Mac.</p>

<p>Everything passes.</p>

<p><img src="http://forum.orx-project.org/uploads/editor/rl/jo9u3xu9a5dv.png" alt="" title="" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Reload Bar Pinball</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8492/reload-bar-pinball</link>
        <pubDate>Mon, 16 May 2016 23:40:20 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8492@/index.php?p=/discussions</guid>
        <description><![CDATA[Something that has been in development for over eight months is another pinball game, but this one uses Orx to talk out to hardware, using an embedded micro-controller and USB library.<br />
<br />
The resulting hardware and frame will be installed at Reload Bar &amp; Games in Canberra.<br />
<br />
The software is all but done, USB still to be finished and the frame is nearing completion. The final work will be released next month.<br />
<br />
<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/rlbp.png" alt="rlbp.png" />]]>
        </description>
    </item>
    <item>
        <title>Sites that offer free sound effects.</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8970/sites-that-offer-free-sound-effects</link>
        <pubDate>Sun, 25 Mar 2018 16:00:09 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>djcom</dc:creator>
        <guid isPermaLink="false">8970@/index.php?p=/discussions</guid>
        <description><![CDATA[Hello. I know not bad sites that offer good free sound effects.So , i decided to share with you  <a href="https://www.lucidsamples.com/free-sample-packs/181-free-sound-effects-sfx-pack.html" rel="nofollow">www.lucidsamples.com</a> , <a href="http://kenney.nl/assets/rpg-audio" rel="nofollow">www.kenney.nl</a>, <a href="http://99sounds.org/free-sound-effects/" rel="nofollow">www.99sounds.org</a>]]>
        </description>
    </item>
    <item>
        <title>Inkscape SVG to ORX Config Converter Tool</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/5306/inkscape-svg-to-orx-config-converter-tool</link>
        <pubDate>Mon, 08 Oct 2012 10:12:03 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">5306@/index.php?p=/discussions</guid>
        <description><![CDATA[For my current project needs, I've created a converter tool that takes Inkscape SVG paths and converts them to orx config BodyPart sections and VertexLists.<br />
<br />
This is handy for creating mesh shapes for BodyPart(s).<br />
<br />
<a href="https://forum.orx-project.org/uploads/legacy/fbfiles/files/InkscapeToOrxMesh03.zip" rel="nofollow">https://forum.orx-project.org/uploads/legacy/fbfiles/files/InkscapeToOrxMesh03.zip</a><br />
<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/inkscape_tool_v03.png" alt="inkscape_tool_v03.png" />]]>
        </description>
    </item>
    <item>
        <title>Little Cells, an ORX game now on Google Play</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7964/little-cells-an-orx-game-now-on-google-play</link>
        <pubDate>Sat, 06 Jun 2015 15:21:15 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">7964@/index.php?p=/discussions</guid>
        <description><![CDATA[Hey Guys!<br />
<br />
<b>Little Cells</b>, a game 100% created with <b>Orx</b>, is now available on <b>STEAM</b> &amp; <b>Google Play</b> (Android):<br />
<br />
<b>Google Play</b>: <a href="https://goo.gl/atyHta" rel="nofollow">https://goo.gl/atyHta</a><br />
<b>Steam</b>: <a href="http://store.steampowered.com/app/352210" rel="nofollow">http://store.steampowered.com/app/352210</a><br />
<br />
<span data-youtube="youtube-zggxuiPglGE?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=zggxuiPglGE"><img src="https://img.youtube.com/vi/zggxuiPglGE/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br />
<br />
<br />
The Website of the game is still: <a href="http://littlecells.fullybugged.com/" rel="nofollow">http://littlecells.fullybugged.com/</a><br />
<br />
and you can follow us on:<br />
<b>Facebook</b>: <a href="https://www.facebook.com/Fully.Bugged" rel="nofollow">https://www.facebook.com/Fully.Bugged</a><br />
<b>Twitter</b>: <a href="http://twitter.com/fullybugged" rel="nofollow">http://twitter.com/fullybugged</a><br />
or <b>Google +</b>: <a href="http://goo.gl/8QoFUu" rel="nofollow">http://goo.gl/8QoFUu</a><br />
<br />
<u>Don't hesitate</u> to <b>Like, Subscribe</b><i></i> or <b>Recommend</b><i></i> the game or any of our page, to increase our visibility!<br />
<br />
Cheers]]>
        </description>
    </item>
    <item>
        <title>Artaxes</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8632/artaxes</link>
        <pubDate>Wed, 08 Feb 2017 21:05:55 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8632@/index.php?p=/discussions</guid>
        <description><![CDATA[Hey guys, wanted to share what I have working on lately:<br />
<br />
<br />
<br />
Just a concept at this stage with rough tiles, but you get the idea.]]>
        </description>
    </item>
    <item>
        <title>Feathery Tale, very close to release!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8385/feathery-tale-very-close-to-release</link>
        <pubDate>Sun, 13 Dec 2015 17:15:40 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>enobayram</dc:creator>
        <guid isPermaLink="false">8385@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi everyone!<br />
<br />
Maybe you remember my announcement about a soft-body physics based bird feeding game. Now the game is called Feathery Tale, and it's very close to a release!<br />
<br />
Here's the gameplay in its current state:<br />
<span data-youtube="youtube-frRE72yGLYk?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=frRE72yGLYk"><img src="https://img.youtube.com/vi/frRE72yGLYk/0.jpg" width="640" height="385" border="0" alt="image" /></a></span>]]>
        </description>
    </item>
    <item>
        <title>DragonBones Pro to orx animation converter</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8528/dragonbones-pro-to-orx-animation-converter</link>
        <pubDate>Wed, 22 Jun 2016 21:15:16 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>DarnDevil</dc:creator>
        <guid isPermaLink="false">8528@/index.php?p=/discussions</guid>
        <description><![CDATA[TL;DR; Program to convert DragonBones Pro animation into ready to go orx ini <a href="https://bitbucket.org/orx/jtorx" rel="nofollow">can be found here.</a><br />
<br />
This program converts DragonBones Pro json files to orx ini files that are ready to use for objects.<br />
It is simple to use: drag the files into jtorx working directory (workdr) and run the exe.<br />
The program will automatically create all the graphic and animation objects for you<br />
including all the possible animation links.<br />
<br />
This will let you to manage and create all your animations for an object in orx<br />
with DragonBones Pro as a single DragonBones Pro project.<br />
<br />
New animations can be easily added in DragonBones as the program generates all animation links to the<br />
existing animations as long as you have them in the same DragonBones project.<br />
<br />
I have created this tool myself and it's written in C. I have memchecked it with valgrind and it is<br />
memory safe as long as you feed the files in the right format. As I am still studying programming<br />
it may not be the prettiest source code, but it gets the job done. How fast? About 2-3 milliseconds per<br />
file to convert.<br />
<br />
I have tested the program myself a bit and it is working well if used according to the readme. In case of any bugs, feel free to leave bug reports or even code fixes as a comment on this forum and I will get back to it after the summer.<br />
<br />
<a href="http://imgur.com/a/Nr77H" rel="nofollow">Pictures before (.json), running (terminal) and after (.ini)</a><br />
Link to program can be found on the first line of this post.<br />
<br />
Cheers to everyone and happy summer!]]>
        </description>
    </item>
    <item>
        <title>List of Free and commercial Pixel Art Tools</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8384/list-of-free-and-commercial-pixel-art-tools</link>
        <pubDate>Sun, 13 Dec 2015 13:15:03 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">8384@/index.php?p=/discussions</guid>
        <description><![CDATA[Might be useful:<br />
<br />
<a href="https://tmblr.co/Zfrycn1rw1VSI" rel="nofollow">https://tmblr.co/Zfrycn1rw1VSI</a><br />
(list bellow, but links on the page)<br />
<br />
<b>Free Pixel Art Tools:</b><br />
Piskel [Windows/Mac + Browser]<br />
Pixel Art Editor [Browser] -with collaborative editing mode-<br />
Aseprite 0.95 [Windows/Mac/Linux]<br />
Grafx2 [Windows/Mac/Linux]<br />
Paint.NET [Windows]<br />
GIMP [Windows/Mac/Linux]<br />
Paint [Windows]<br />
Pixly [Android]<br />
<br />
<b>Commercial Pixel Art Tools:</b><br />
Photoshop [Windows/Mac]<br />
Pro Motion [Windows]<br />
Pyxel Edit [Windows/Mac]<br />
Aseprite [Windows/Mac]<br />
GraphicsGale [Windows]<br />
Pixaki [iPad]<br />
Sprite Something [iPhone/iPad]<br />
Sprite Lamp [Windows/Mac/Linux]]]>
        </description>
    </item>
    <item>
        <title>Free Game Backgrounds</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8532/free-game-backgrounds</link>
        <pubDate>Fri, 24 Jun 2016 14:18:46 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>mobgamegraph</dc:creator>
        <guid isPermaLink="false">8532@/index.php?p=/discussions</guid>
        <description><![CDATA[<img src="https://mobilegamegraphics.com/wp-content/uploads/2015/06/Untitled-4.jpg" alt="Untitled-4.jpg" /><br />
<br />
3 Vector based parallax and stackable backgrounds!<br />
Delivered in AI, PSD, PNG Layers and Corel Draw.<br />
<br />
3 extremely beautiful PSD layered backgrounds for that awesome Parallax effect. Package includes AI Vector Files, PSD, PNG Layers, and CDR file formats.<br />
Can be used with any Commercial product or game! Enjoy!<br />
<br />
View here: <a href="https://mobilegamegraphics.com" rel="nofollow">https://mobilegamegraphics.com</a>]]>
        </description>
    </item>
    <item>
        <title>Free Sound effect maker</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8501/free-sound-effect-maker</link>
        <pubDate>Wed, 01 Jun 2016 06:16:40 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>VictorSound</dc:creator>
        <guid isPermaLink="false">8501@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi, guys!<br />
<br />
My name is Victor and I am a professional Sound Designer. I've been working in the gaming industry for over 5 years. Last year, our team started a new sound effect creation service <a href="http://diforb.com/" rel="nofollow">http://diforb.com/</a><br />
<br />
On our website, you can find a large amount of free sound effects – gunshots, explosions, and sounds of different animals. Also, we offer lots of other ones that are perfectly suitable for games of any genres. Our service can be helpful for indie game developers as it allows to select and adjust desired sound effects effortlessly.<br />
<br />
We'd like to create a very popular and useful service that could help game developers create sound effects of a high quality. Diforb is working in beta mode, for now, so we'd be grateful for any bits of advice and feedback.]]>
        </description>
    </item>
    <item>
        <title>darkFunction to Orx Converter</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/6269/darkfunction-to-orx-converter</link>
        <pubDate>Tue, 30 Jul 2013 12:31:35 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">6269@/index.php?p=/discussions</guid>
        <description><![CDATA[I've created a darkFunction to Orx converter.<br />
<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/darkfunction_converter_screenshot105.png" alt="darkfunction_converter_screenshot105.png" /><br />
<br />
Read about the darkFunction editor here:<br />
<a href="https://forum.orx-project.org/discussion/6268#Comment_6268" rel="nofollow">https://forum.orx-project.org/discussion/6268#Comment_6268</a><br />
<br />
Takes darkFunction .sprite files (XML), which contain coordinates for the packed sprite sheet, and converts to Orx INI fragments.<br />
<br />
This takes the pain out of doing it manually, and is repeatable for tweaking.<br />
<br />
Latest version here:<br />
<a href="https://forum.orx-project.org/uploads/legacy/fbfiles/files/DarkFunctionToOrx19.zip" rel="nofollow">https://forum.orx-project.org/uploads/legacy/fbfiles/files/DarkFunctionToOrx19.zip</a><br />
<br />
C# 2.0 source can be found here: <a href="https://bitbucket.org/orx/darkfunctiontoorx/overview" rel="nofollow">orx/DarkFunctionToOrx</a>]]>
        </description>
    </item>
    <item>
        <title>Polyglot Gamedev</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8484/polyglot-gamedev</link>
        <pubDate>Tue, 26 Apr 2016 07:35:27 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">8484@/index.php?p=/discussions</guid>
        <description><![CDATA[Can be useful for basic translation:<br />
<a href="https://docs.google.com/spreadsheets/d/17f0dQawb-s_Fd7DHgmVvJoEGDMH_yoSd8EYigrb0zmM" rel="nofollow">https://docs.google.com/spreadsheets/d/17f0dQawb-s_Fd7DHgmVvJoEGDMH_yoSd8EYigrb0zmM</a><br />
<br />
Some are even making and sharing tools/ plugs from this,<br />
to use for different game engine (Unity and Shiva so far).]]>
        </description>
    </item>
    <item>
        <title>Ytterbite gamejam entry released</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8471/ytterbite-gamejam-entry-released</link>
        <pubDate>Tue, 19 Apr 2016 04:45:06 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8471@/index.php?p=/discussions</guid>
        <description><![CDATA[Iarwain, krousty_bat and myself released Ytterbite for the lowrezjam 2016. Love for you to check it out. It's on windows, linux and mac.<br />
<br />
<a href="https://itch.io/jam/lowrezjam2016/rate/62809" rel="nofollow">https://itch.io/jam/lowrezjam2016/rate/62809</a><br />
<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/ytterbite_cover.png" alt="ytterbite_cover.png" />]]>
        </description>
    </item>
    <item>
        <title>Anyone interested for a quick game to do ?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8414/anyone-interested-for-a-quick-game-to-do</link>
        <pubDate>Mon, 25 Jan 2016 09:59:30 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">8414@/index.php?p=/discussions</guid>
        <description><![CDATA[Hey Guys  :woohoo:<br />
<br />
<br />
I should have a little bit of extra spare time in front of me in the weeks to come,<br />
is anyone interested to make a small Game App ?<br />
you know, a &quot;Runner&quot; type, a &quot;flappy Bird&quot; copy, a one button push type of game or any kind of not to tough game to do.<br />
<br />
I can provide mostly Gfx and Animations (and gameplay ideas).<br />
(even if I script a little on <b>Little Cells</b>, <u>Iarwain</u> is usually doing all the code and script <img src="https://forum.orx-project.org/resources/emoji/wink.png" title=";)" alt=";)" height="20" />.<br />
<br />
Cheers !]]>
        </description>
    </item>
    <item>
        <title>Another fine release</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8329/another-fine-release</link>
        <pubDate>Sat, 07 Nov 2015 19:02:18 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>lydesik</dc:creator>
        <guid isPermaLink="false">8329@/index.php?p=/discussions</guid>
        <description><![CDATA[Flip Runner is live on android.<br />
<br />
<a href="https://play.google.com/store/apps/details?id=net.volcanomobile.fliprunner" rel="nofollow">https://play.google.com/store/apps/details?id=net.volcanomobile.fliprunner</a><br />
<br />
Enjoy]]>
        </description>
    </item>
    <item>
        <title>New tutorial:Using orxhub (Orx Package Repository)</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8366/new-tutorial-using-orxhub-orx-package-repository</link>
        <pubDate>Sun, 22 Nov 2015 09:03:20 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>enobayram</dc:creator>
        <guid isPermaLink="false">8366@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi Everyone,<br />
<br />
I'm very happy to announce that the <a href="http://orx-project.org/wiki/tutorials/community/enobayram/orxhub_user" rel="nofollow">Using orxhub</a> tutorial is now published! That's probably also the official introduction of orxhub itself, the Orx package repository.<br />
<br />
I'd greatly appreciate if you took your time to follow the tutorial and gave me feedback about how it works for you. The tutorial and the OrxPM (Orx package manager) tool tries to be very broadly applicable, so it's very hard for me to guarantee a streamlined experience for all beginning users by myself. I hope we can together polish the tool and add lots of packages to it, so that a new user can have the feeling one feels when one runs `go get` or `apt-get install` for the first time!<br />
<br />
Aside from the repository, the packages in the repository can already be useful for the community as well! There are the following packages:<br />
<b>minimal:</b> A base empty project setup as the beginning point for all packages and game projects. It's prepared to be very flexible and you can maintain a no-redundancy single project repository to compile for desktop+android. I'll add iOS (or accept contributions doing that) and hopefully emscripten to the target platforms as soon as I get to use those platforms.<br />
<b>animgraph:</b> A package that introduces a DSL for defining AnimationSets more conveniently.<br />
<b>orxpp/list:</b> A small package that introduces a LinkList&lt;T&gt; class that wraps Orx's orxLINKLIST data structure.<br />
<b>orxpp/configutils:</b> A small package that brings some utility classes to work with orxConfig.<br />
<br />
I hope this list will grow much much much longer one day. I'll write a tutorial for <b>authoring</b> packages for orxhub as soon as I find the time.]]>
        </description>
    </item>
    <item>
        <title>New tutorial: Fun with Text and Shaders</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8337/new-tutorial-fun-with-text-and-shaders</link>
        <pubDate>Sat, 14 Nov 2015 17:56:03 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>enobayram</dc:creator>
        <guid isPermaLink="false">8337@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi everyone,<br />
<br />
I've just completed <a href="http://orx-project.org/wiki/tutorials/community/enobayram/text_and_shaders" rel="nofollow">a tutorial on using text and shaders</a>. All feedback is welcome and appreciated <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" />]]>
        </description>
    </item>
    <item>
        <title>orxEditor v0.1 alpha</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7809/orxeditor-v0-1-alpha</link>
        <pubDate>Thu, 26 Mar 2015 03:09:17 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>Knolan</dc:creator>
        <guid isPermaLink="false">7809@/index.php?p=/discussions</guid>
        <description><![CDATA[<b><i>Anouncement:</i></b><br />
<br />
Hi all, after a long time, loads of coffee, hundreds of hours of work and 160 commits I finally present you: the orxEditor!<br />
<br />
This is my attempt to create a what you see is what you get editor for ORX.<br />
<br />
As of now it supports: multiple objects selection, camera groups, visual collision edition and the loading of sprites. It runs on Linux and Windows (though created scenes will only load in the system they were created) and <b>should</b> run on OSX (I don't have one to test, so I can't be sure).<br />
<br />
Here is a screen shot of the scene in the editor and on orx:<br />
<br />
<a href="https://drive.google.com/file/d/0B0UdeUM9pB-nWWFMdF9ublM2MXEta2VkRURKaFVha013S19F/view" rel="nofollow">https://drive.google.com/file/d/0B0UdeUM9pB-nWWFMdF9ublM2MXEta2VkRURKaFVha013S19F/view</a><br />
<br />
Finally I want to thank iarwain and sausage for all the support they gave me during this project as well as for the grammar review of the project wiki.<br />
<br />
<b><i>Links:</i></b><br />
<br />
Project github:<br />
<a href="https://github.com/fgmcoelho/orxEditor" rel="nofollow">https://github.com/fgmcoelho/orxEditor</a><br />
<br />
Project wiki:<br />
<a href="https://github.com/fgmcoelho/orxEditor/wiki" rel="nofollow">https://github.com/fgmcoelho/orxEditor/wiki</a><br />
<br />
<b><i>Roadmap:</i></b><br />
<br />
I am focusing some upgrades in the collision forms editor as well as a major revamp of the UI (I know, it looks terrible on high resolution screens).<br />
<br />
Please, keep in mind that this is still a very early version so the editor may crash (I tried my best to make it crash, but<br />
had no problems in my PC).<br />
<br />
Any bug reports and suggestions are welcome.<br />
<br />
<b><i>Updates</i></b><br />
<br />
04/01/2015 - Some updates in the collsion form editor:<br />
- The editor will now check if the mesh is Convex (the mesh will become red if it is not valid).<br />
- Added the option to move the form instead of a single point by holding control.<br />
- Added the option to move all points of the form, keeping the form ratio by using the right button.]]>
        </description>
    </item>
    <item>
        <title>Overlap2D</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8207/overlap2d</link>
        <pubDate>Mon, 31 Aug 2015 19:50:15 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">8207@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi all,<br />
<br />
Today Jim sent me a link to what looks like a promising 2D game editor (that includes UI as well) <a href="http://overlap2d.com" rel="nofollow">http://overlap2d.com</a><br />
<br />
Has anyone ever heard of it, or even better, used it? I'll look into it more closely over the next week end.<br />
<br />
Cheers!]]>
        </description>
    </item>
    <item>
        <title>ShoeBox</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8218/shoebox</link>
        <pubDate>Tue, 01 Sep 2015 03:30:11 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>iarwain</dc:creator>
        <guid isPermaLink="false">8218@/index.php?p=/discussions</guid>
        <description><![CDATA[Has anyone used ShoeBox before? It looks like a very capable - and free- alternative to TexturePacker: <a href="http://renderhjs.net/shoebox" rel="nofollow">http://renderhjs.net/shoebox</a>]]>
        </description>
    </item>
    <item>
        <title>Raster Blaster Released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8156/raster-blaster-released</link>
        <pubDate>Wed, 12 Aug 2015 13:44:47 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8156@/index.php?p=/discussions</guid>
        <description><![CDATA[Oh man... finally.<br />
<br />
The Windows version was finally published this evening. Available on itch.io:<br />
<br />
<a href="http://sausage.itch.io/raster-blaster-reloaded" rel="nofollow">http://sausage.itch.io/raster-blaster-reloaded</a><br />
<br />
The other formats to follow in the coming days and on various download sites.]]>
        </description>
    </item>
    <item>
        <title>ORX and GWEN</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8115/orx-and-gwen</link>
        <pubDate>Thu, 30 Jul 2015 13:00:25 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>ainvar</dc:creator>
        <guid isPermaLink="false">8115@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi people,<br />
<br />
I just want let you know I made a first attempt to run GWEN in ORX.<br />
<br />
Here you can find original GEWN project:<br />
<a href="https://github.com/garrynewman/GWEN" rel="nofollow">https://github.com/garrynewman/GWEN</a><br />
<br />
Here's my fork on BitBucket (mercurial) with the addition of the renderer, input handler and sample application (orxEngine):<br />
<a href="https://bitbucket.org/ainvar/gwen" rel="nofollow">https://bitbucket.org/ainvar/gwen</a><br />
<br />
<br />
Here's a screenshot of the sample application running GWEN inside ORX:<br />
<img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/gwen_orx.png" alt="gwen_orx.png" /><br />
<br />
<br />
And now...let's come to problems.<br />
<br />
I need a better way to handle mouse and keyboard inputs.<br />
<br />
As of now I mapped all inputs in the ini file and I'm Handling orxINPUT_EVENTs.<br />
What I'd like to have is a quicker way to get events of key/mouse events (maybe direcly from GLFW callback) bypassing the ORX input system and avoiding polling.<br />
<br />
That would lead to a faster response in input handling.<br />
Do you have any advice?]]>
        </description>
    </item>
    <item>
        <title>First time using ORX Editor</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7970/first-time-using-orx-editor</link>
        <pubDate>Mon, 08 Jun 2015 03:08:11 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>Knolan</dc:creator>
        <guid isPermaLink="false">7970@/index.php?p=/discussions</guid>
        <description><![CDATA[So This week there was a holyday in my country and me and a couple friends went full nerd and started a game prototype. They both wanted to use Unity3D so we ended up using it, but honestly I couldn't see all the magic about it (ORX is still my favorite engine  <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /> ).<br />
<br />
So today I decided to try to use the editor to create the same scene on orx. It took me something from 50 minutes to 1 hour to make the it (with all the groups and the collision needed):<br />
<br />
<a href="https://drive.google.com/file/d/0B0UdeUM9pB-nRUVsaTZ2dURNenM/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/0B0UdeUM9pB-nRUVsaTZ2dURNenM/view?usp=sharing</a><br />
<br />
It was a cool experience, it was the first time that I actually used the editor for anything that was not a test (and I found a bug, seriously I hate you fliping  <img src="https://forum.orx-project.org/resources/emoji/angry.png" title=":angry:" alt=":angry:" height="20" /> ) and it has been great to show me some things the editor definitely needs (for this scene: a way to change the group in the main screen, a way to align all the objects of the scene to the grid, a way to select all the objects of one kind).<br />
<br />
Well, just wanted to share the work and show some of what the editor is capable of. Also, as always any suggestions are welcome.]]>
        </description>
    </item>
    <item>
        <title>Android document revisons available in the wiki</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7948/android-document-revisons-available-in-the-wiki</link>
        <pubDate>Tue, 26 May 2015 05:25:13 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">7948@/index.php?p=/discussions</guid>
        <description><![CDATA[Just letting you guys know that I'm currently back on the Android documention.<br />
<br />
Should be updated on the wiki by the weekend and will help casual Android devs. Serves as a both a tutorial and a reference.]]>
        </description>
    </item>
    <item>
        <title>orxBT (Behavior trees integrated with orx)</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8011/orxbt-behavior-trees-integrated-with-orx</link>
        <pubDate>Tue, 16 Jun 2015 16:51:01 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>enobayram</dc:creator>
        <guid isPermaLink="false">8011@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi Everyone,<br />
<br />
I'd like to introduce you a new library I've been developing to use in my most recent game. I've developed this library, in response to the spaghetti code that would be required to implement the tutorial scene for the game.<br />
<br />
After researching a while, I've realized that what I needed to properly implement an intelligent sequence  was a behavior tree. Now that I have a pre-alpha version of the library, I've used it to develop the first sequence of the tutorial (there'll be more).<br />
<br />
Here's a video of the result, followed by the code that implements it:<br />
<br />
<span data-youtube="youtube-U8AW1OrfJn0?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=U8AW1OrfJn0"><img src="https://img.youtube.com/vi/U8AW1OrfJn0/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br />

<pre><code>auto wait_for_food_behavior = sequence{
    execute_command(inherit, &quot;none&quot;, &quot;SetConstraints&quot;, $o(&quot;Sparrow&quot;), &quot;SparrowConstraints&quot;),
    execute_command(inherit, &quot;none&quot;, &quot;SetController&quot;,  $o(&quot;Sparrow&quot;), &quot;SparrowEatConverger&quot;),
    wait_for_state($o(&quot;Sparrow&quot;), &quot;Chew&quot;)
};

auto cursor_move_to_flake_behavior = sequence {
    execute_command(inherit, &quot;Target&quot;, &quot;GetFirstNodePosition&quot;, $o(&quot;Flake&quot;)),
    move($o(&quot;Cursor&quot;), $v(&quot;Target&quot;), 12)
};

auto cursor_behavior = repeat &lt;&lt;= sequence {
    invert &lt;&lt;= repeat &lt;&lt;= any {
        timeout(0.3),
        invert &lt;&lt;= cursor_move_to_flake_behavior
    },
    execute_command(inherit, &quot;none&quot;, &quot;Object.SetAnim&quot;, $o(&quot;Cursor&quot;) ,&quot;HandTouchAnim&quot;),
    timeout(0.2),
    execute_command(inherit, &quot;Target&quot;, &quot;Object.GetPosition&quot;, $o(&quot;Sparrow&quot;)),
    move($o(&quot;Cursor&quot;), $v(&quot;Target&quot;), 12),
    execute_command(inherit, &quot;none&quot;, &quot;Object.SetAnim&quot;, $o(&quot;Cursor&quot;) ,&quot;HandHoverAnim&quot;)
};

auto tutorial_feeding_stage = sequence {
    create(inherit, &quot;Text&quot;,&quot;TutorialWelcomeBoard&quot;),
    timeout(1),
    create(inherit, &quot;Sparrow&quot;,&quot;TutorialSparrow&quot;),
    timeout(1),
    set_content($o(&quot;Text&quot;),&quot;TutorialSparrowIntroductionText&quot;),
    timeout(1),
    create(inherit, &quot;Flake&quot;, &quot;TutorialCheeseFlake&quot;),
    timeout(1.5),
    create(inherit, &quot;Cursor&quot;, &quot;TutorialCursor&quot;),
    any {
        wait_for_food_behavior,
        cursor_behavior
    },
    set_content($o(&quot;Text&quot;),&quot;TutorialSparrowFeedCongratulations&quot;),
    destroy(inherit, &quot;Cursor&quot;),
    execute_command(inherit, &quot;none&quot;, &quot;SetNextLevel&quot;, inherit, &quot;RegularLevel&quot;),
    constant(behavior_t::RUNNING)
};
</code></pre>
<br />
Now, first of all, the down sides; I use GCC 4.8 to compile the game to my current target platforms and I'm using the latest C++ features, so the library will probably not compile with MSVC (possibly with MSVC 2015). I expect it to compile with recent versions of Clang though.<br />
<br />
If you're still reading, I'll walk through the code, but you might want to <a href="http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php" rel="nofollow">read about behavior trees</a> first if you're not familiar with them.<br />
<br />
The first bit:
<pre><code>auto wait_for_food_behavior = sequence{
    execute_command(inherit, &quot;none&quot;, &quot;SetConstraints&quot;, $o(&quot;Sparrow&quot;), &quot;SparrowConstraints&quot;),
    execute_command(inherit, &quot;none&quot;, &quot;SetController&quot;,  $o(&quot;Sparrow&quot;), &quot;SparrowEatConverger&quot;),
    wait_for_state($o(&quot;Sparrow&quot;), &quot;Chew&quot;)
};
</code></pre>
<br />
Here we define a sequence of actions to be taken and store this behavior under the &quot;wait_for_food_behavior&quot; variable. The sequence has 2 &quot;execute_command&quot; steps. These steps actually execute freeform commands that you can call from the orx console.<br />
<br />
execute_command(inherit, &quot;none&quot;, &quot;SetConstraints&quot;, $o(&quot;Sparrow&quot;), &quot;SparrowConstraints&quot;)<br />
<br />
The first argument &quot;inherit&quot; is the context, in which this command will be executed. The second argument &quot;none&quot;, is the key that the result of the command will be stored in. In this case, we're ignoring the result. &quot;SetConstraints&quot; is the name of the command. Now, the interesting bit; the fourth argument $o(&quot;Sparrow&quot;) is an &quot;extractor&quot;. It extracts an orxOBJECT stored in the command's context (the one we gave with &quot;inherit&quot;) with the key &quot;Sparrow&quot;. The extractor then feeds this argument to the orxCommand. The last argument is a simple string that will be passed along to the command as the second argument.<br />
<br />
The purpose of this first step is to lift the restrictions on the Sparrow, that stops it from opening its mouth.<br />
<br />
The second step, again an &quot;execute_command&quot; type behavior, causes the sparrow to open its mouth, and wait for any food pieces to eat (and eat it when it comes). Note that these &quot;execute_command&quot; type behaviors are instantaneous. If there's no problem with the execution, they immediately return &quot;SUCCEEDED&quot; and cause the sequence behavior to continue executing the next step.<br />
<br />
The third step is a behavior that watches a &quot;state machine&quot; type object (which the sparrow is) and returns success when the object enters the given state. Unlike the previous two steps, this one blocks the sequence until the expected state is entered.<br />
<br />
These steps together form the behavior which enables the sparrow to eat a piece of food, and waits until it does that.<br />
<br />
The second bit:
<pre><code>auto cursor_move_to_flake_behavior = sequence {
    execute_command(inherit, &quot;Target&quot;, &quot;GetFirstNodePosition&quot;, $o(&quot;Flake&quot;)),
    move($o(&quot;Cursor&quot;), $v(&quot;Target&quot;), 12)
};
</code></pre>
<br />
Here, we're describing the behavior of the cursor while it moves towards the food piece. We first acquire the position of the &quot;Flake&quot; with an &quot;execute_command&quot; type behavior and record it in the &quot;Target&quot; field of the current context.<br />
<br />
The next step is a &quot;move&quot; behavior. It extracts the &quot;Cursor&quot; object and moves it towards the &quot;Target&quot; vector, again extracted from the enclosing context. The speed of the move is given with the &quot;12&quot; argument. Note that the move behavior is unlike a simple &quot;Object.SetPosition&quot;. The move takes place over time, and the sequence blocks until the target position is reached.<br />
<br />
The third bit:
<pre><code>auto cursor_behavior = repeat &lt;&lt;= sequence {
    invert &lt;&lt;= repeat &lt;&lt;= any {
        timeout(0.3),
        invert &lt;&lt;= cursor_move_to_flake_behavior
    },
    execute_command(inherit, &quot;none&quot;, &quot;Object.SetAnim&quot;, $o(&quot;Cursor&quot;) ,&quot;HandTouchAnim&quot;),
    timeout(0.2),
    execute_command(inherit, &quot;Target&quot;, &quot;Object.GetPosition&quot;, $o(&quot;Sparrow&quot;)),
    move($o(&quot;Cursor&quot;), $v(&quot;Target&quot;), 12),
    execute_command(inherit, &quot;none&quot;, &quot;Object.SetAnim&quot;, $o(&quot;Cursor&quot;) ,&quot;HandHoverAnim&quot;)
};
</code></pre>
<br />
Now, the behavior tree gets interesting. Here, we're describing the complete behavior of the cursor. The first step in the sequence is a composite behavior, and it does something very interesting. First, note the &quot;invert &lt;&lt;= repeat &lt;&lt;= any&quot; bit. This clause is a composition of the &quot;any&quot; type behavior with the &quot;repeat&quot; and &quot;invert&quot; type behaviors.<br />
<br />
&quot;repeat&quot; repeats a given behavior until it returns failure. &quot;invert&quot; runs its child behavior, and it returns failure if the child returns success, and vice versa. The &quot;any&quot; behavior looks like the &quot;sequence&quot; behavior, but it runs very differently. &quot;any&quot; runs all of its children in parallel, and it returns success or failure if any one of them returns success or failure.<br />
<br />
So, what's the purpose of this contraption you say:
<pre><code>invert &lt;&lt;= repeat &lt;&lt;= any {
    timeout(0.3),
    invert &lt;&lt;= cursor_move_to_flake_behavior
}
</code></pre>
<br />
What happens here is that the previously defined &quot;cursor_move_to_flake_behavior&quot; is run in parallel with a timeout of 0.3 seconds. The timeout returns success after 0.3 seconds and causes the any to return success, which in turn causes repeat to restart the any. The result of this is that the cursor_move_to_flake_behavior is reinitialized and the target of the move is updated. The purpose of the double &quot;invert&quot;s is to terminate the repeat when the target is reached , in which case, move returns success =&gt; invert returns failure =&gt; any returns failure =&gt; repeat terminates with failure =&gt; outermost invert returns success!<br />
<br />
So the whole purpose is to track the food piece while moving towards it.<br />
<br />
Now, back to &quot;cursor_behavior&quot;. The next step is:<br />
execute_command(inherit, &quot;none&quot;, &quot;Object.SetAnim&quot;, $o(&quot;Cursor&quot;) ,&quot;HandTouchAnim&quot;)<br />
<br />
This command sets the target anim of the &quot;Cursor&quot; to &quot;touch&quot; to give the click impression. The next step is a 0.2 second wait, followed by a move towards the &quot;Sparrow&quot;. The last command in the sequence lifts the finger of the cursor once it reaches the Sparrow. Note how the entire sequence is fed to a &quot;repeat&quot; behavior, so that the cursor continuously moves back and forth.<br />
<br />
Now, the last bit:
<pre><code>auto tutorial_feeding_stage = sequence {
    create(inherit, &quot;Text&quot;,&quot;TutorialWelcomeBoard&quot;),
    timeout(1),
    create(inherit, &quot;Sparrow&quot;,&quot;TutorialSparrow&quot;),
    timeout(1),
    set_content($o(&quot;Text&quot;),&quot;TutorialSparrowIntroductionText&quot;),
    timeout(1),
    create(inherit, &quot;Flake&quot;, &quot;TutorialCheeseFlake&quot;),
    timeout(1.5),
    create(inherit, &quot;Cursor&quot;, &quot;TutorialCursor&quot;),
    any {
        wait_for_food_behavior,
        cursor_behavior
    },
    set_content($o(&quot;Text&quot;),&quot;TutorialSparrowFeedCongratulations&quot;),
    destroy(inherit, &quot;Cursor&quot;),
    execute_command(inherit, &quot;none&quot;, &quot;SetNextLevel&quot;, inherit, &quot;RegularLevel&quot;),
    constant(behavior_t::RUNNING)
};
</code></pre>
<br />
This is the main behavior node that describes the entire tutorial sequence shown in the video. It starts by creating the objects in the video. Creates the text board and stores it under the key &quot;Text&quot;, waits for a second, creates the sparrow, waits for another second, and sets the content of the text board to the object given in the config section &quot;TutorialSparrowIntroductionText&quot;. It then creates the food piece and the cursor. Now the next step is interesting; it runs the bird opening its mouth and waiting for food, in parallel with the continuous back-and-forth movement of the cursor. Note that the cursor_behavior never terminates, but the wait_for_food_behavior terminates when the bird gets to the &quot;Chew&quot; state (as a result of being fed by the player).<br />
<br />
Once the parallel step terminates, the &quot;Text&quot; is switched to a congratulations string, the cursor is destroyed and the &quot;SetNextLevel&quot; command is called on the current context (which destroys it.). If the context weren't destroyed, the next step would be executed, which is a &quot;constant&quot; behavior, that returns its argument whenever executed. In this case, it returns &quot;RUNNING&quot; ad-infinitum, causing nothing else to happen.<br />
<br />
This is all that describes what's happening in the video. The code is all in C++, but I've designed the library since the beginning to expose it completely to the config module, so that this tutorial sequence could be programmed <b>entirely without a single line of C/C++ code.</b>.<br />
<br />
The library is intended to provide a continuum of dynamic coding. You can define behaviors in C++ and expose them to the config module with a single &quot;register&quot; function call.<br />
<br />
Note that the Sparrow state machine is also using this library, so that the states are automatically exposed to the config module. I.e. the &quot;Chew&quot; state is registered automagically. I can talk about that as well if you're interested. In this library, I've merged state machines and behavior trees in an unconventional way, but this post is already too long, so I'll stop now.<br />
<br />
I'm going to open-source this library, as soon as it reaches some maturity (for instance, as soon as one can actually define the behavior trees in the config files). Meanwhile, what do you think the syntax of the config sections be?<br />
<br />
I can give more details on any part if you're interested.]]>
        </description>
    </item>
    <item>
        <title>Raster Blaster Reloaded Prerelease builds</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/8052/raster-blaster-reloaded-prerelease-builds</link>
        <pubDate>Fri, 03 Jul 2015 12:33:29 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">8052@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi Guys,<br />
<br />
I have pre-release builds up on bitbucket for Windows, Mac and Android.<br />
<br />
There are some changes to go in before release, but I'd really appreciate it if you guys could try a version or two and see if you can find any errors or glitches.<br />
<br />
Android: <a href="https://bitbucket.org/sausage/rasterblaster/downloads/raster-blaster-reloaded-prerelease.apk" rel="nofollow">https://bitbucket.org/sausage/rasterblaster/downloads/raster-blaster-reloaded-prerelease.apk</a><br />
Windows: <a href="https://bitbucket.org/sausage/rasterblaster/downloads/raster-blaster-reloaded-prerelease-windows.zip" rel="nofollow">https://bitbucket.org/sausage/rasterblaster/downloads/raster-blaster-reloaded-prerelease-windows.zip</a><br />
MacOSX: <a href="https://bitbucket.org/sausage/rasterblaster/downloads/raster-blaster-reloaded-prerelease-macosx.zip" rel="nofollow">https://bitbucket.org/sausage/rasterblaster/downloads/raster-blaster-reloaded-prerelease-macosx.zip</a>]]>
        </description>
    </item>
    <item>
        <title>Pinball hardware controls</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7925/pinball-hardware-controls</link>
        <pubDate>Wed, 13 May 2015 22:20:25 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">7925@/index.php?p=/discussions</guid>
        <description><![CDATA[Been working on controls for the Hippocket pinball series. See the attached pics. It is simply based on a USB keyboard controller and arcade microswitches.<br />
<br />
I still need to make the cover, work the edges and stain it.<br />
<br />
This is a prototype, but it is possible that this controller will be installed in a local gaming bar. <img src="https://forum.orx-project.org/uploads/legacy/fbfiles/images/pinball_controls01.jpg" alt="pinball_controls01.jpg" />]]>
        </description>
    </item>
    <item>
        <title>Soft-body physics game</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7935/soft-body-physics-game</link>
        <pubDate>Sun, 24 May 2015 14:01:09 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>enobayram</dc:creator>
        <guid isPermaLink="false">7935@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi everyone, you might remember, I've mentioned a soft-body physics engine I've been working on. I've also been building a game around it using Orx. Today, the game has matured to the point that I'd call alpha stage, so I've decided to make a gameplay video. You can watch it below:<br />
<br />
<span data-youtube="youtube-mgkKkBvrFOU?autoplay=1"><a rel="nofollow" href="https://www.youtube.com/watch?v=mgkKkBvrFOU"><img src="https://img.youtube.com/vi/mgkKkBvrFOU/0.jpg" width="640" height="385" border="0" alt="image" /></a></span><br />
<br />
We're planning to release the game for both Android and iOS within 1-2 months.<br />
<br />
Cheers!]]>
        </description>
    </item>
    <item>
        <title>Pop Baby Smiley</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7900/pop-baby-smiley</link>
        <pubDate>Sat, 02 May 2015 08:35:02 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>enobayram</dc:creator>
        <guid isPermaLink="false">7900@/index.php?p=/discussions</guid>
        <description><![CDATA[Hi everyone,<br />
<br />
Together with my wife, we've just <a href="https://play.google.com/store/apps/details?id=com.mategames.popbabysmiley&amp;hl=en" rel="nofollow">published our first game</a> using Orx on the Google Play Store! <img src="https://forum.orx-project.org/resources/emoji/smile.png" title=":)" alt=":)" height="20" /><br />
<br />
This is a simple game for entertaining babies, and it has served us as an exercise for seeing the entire process of getting a game on the market. The exercise will be complete when we publish it on the iOS App Store next.<br />
<br />
If you have any questions, I'd be pleased to answer them.]]>
        </description>
    </item>
    <item>
        <title>Raster Blaster Pinball in progress</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7416/raster-blaster-pinball-in-progress</link>
        <pubDate>Thu, 01 Jan 2015 18:08:53 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">7416@/index.php?p=/discussions</guid>
        <description><![CDATA[The next pinball game is underway. Been working the table layout during the Christmas holidays.<br />
<br />
This one is a remake (more of a re-theme) of Raster Blaster on the Apple II from 1981. Does anyone remember this one?<br />
<br />
Should be out a lot quicker than Bean Farmer. Only a few new elements to create.<br />
<br />
Screenshot of the original:<br />
<br />
<a href="http://upload.wikimedia.org/wikipedia/en/4/46/Rasterblaster.png" rel="nofollow">http://upload.wikimedia.org/wikipedia/en/4/46/Rasterblaster.png</a>]]>
        </description>
    </item>
    <item>
        <title>orxanimeditor</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/7320/orxanimeditor</link>
        <pubDate>Tue, 25 Nov 2014 18:07:20 +0000</pubDate>
        <category>Projects - Tools</category>
        <dc:creator>coosadog</dc:creator>
        <guid isPermaLink="false">7320@/index.php?p=/discussions</guid>
        <description><![CDATA[I've successfully built and tested this thing.  It was created by Enis Bayramoglu (enobayram), who isn't active at the moment.  It looks pretty cute, if anyone is interested.  All Java code.]]>
        </description>
    </item>
   <language>en</language>
   </channel>
</rss>
