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      <title>Orx: Portable Game Engine Forum</title>
      <link>https://forum.orx-project.org/index.php?p=/</link>
      <pubDate>Wed, 08 Apr 2026 19:56:37 +0000</pubDate>
          <description>Orx: Portable Game Engine Forum</description>
    <language>en</language>
    <atom:link href="https://forum.orx-project.org/index.php?p=/discussions/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>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>v1.14 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9120/v1-14-has-been-released</link>
        <pubDate>Mon, 03 Jul 2023 00:25:25 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9120@/index.php?p=/discussions</guid>
        <description><![CDATA[<h2>[12 Jun 2023] Orx - Portable Game Engine version 1.14 has been released.</h2>

<p>The Orx community is pleased to announce the 1.14 release.<br />
There are quite a few changes in this release.<br />
Here are some highlights:</p>

<ul>
<li>Bundle, a new extension that can automatically discover and pack all your game resources, either inside separate binary packages or directly within your game’s executable.</li>
<li>The Bundle extension is very efficient: it performs much better than using a lot of separate small files, cf. <a href="https://discord.com/channels/522167736823185418/717482097207672843/1103761922215661749" rel="nofollow">https://discord.com/channels/522167736823185418/717482097207672843/1103761922215661749</a> .</li>
<li>It also supports compression, encryption, filters and is fully customizable.</li>
<li>Lot of work was made on the Android plugins and its build system.</li>
<li>The latter has been completely revamped and should be working out-of-the-box in all cases.</li>
<li>The core clock can now be prevented from going to sleep as a trade-off between CPU usage and the eradication of potential micro-stutters that could happen under some circumstances.</li>
<li>Custom commands can now be run on spawned objects, thanks to the new Spawner config property OnSpawn.</li>
<li>Build type (release, debug, profile), CPU, platform and other system properties can now be queried at runtime either through the config system or with a command.</li>
<li>The config include directive now supports an optional condition.</li>
<li>A ton of quality of life improvements and a handful of API/event refactoring.</li>
</ul>

<p>The complete list of changes can be found here: <a href="https://github.com/orx/orx/blob/master/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/master/CHANGELOG</a> .</p>
]]>
        </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>how to make RPG Maker?</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9118/how-to-make-rpg-maker</link>
        <pubDate>Thu, 29 Dec 2022 14:16:51 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>hurble</dc:creator>
        <guid isPermaLink="false">9118@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>hello,</p>

<p>am new here,<br />
how do I make an visual editor to make it similiar to rpg maker GUI<br />
or at least a rpg game on here?</p>
]]>
        </description>
    </item>
    <item>
        <title>movements depend on framerate</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9117/movements-depend-on-framerate</link>
        <pubDate>Sat, 16 Jul 2022 04:26:15 +0000</pubDate>
        <category>Bug report - Feature request</category>
        <dc:creator>Tang</dc:creator>
        <guid isPermaLink="false">9117@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Low framerate result in low moving speed and vice versa.</p>

<p>How to reproduce:<br />
1) turn off vsync<br />
2) set frequency to 0 in the clock section (otherwise vsync = false will have no effect)<br />
3) set a fixed physics framerate<br />
3) start a game, any game<br />
4) limit all cpu frequency to 500 MHz, and the framerate will drop significantly which is expected. What is unexpected is that object also moves significantly slower.<br />
5) cancel the cpu freq limits, rerun the game, the framerate can easily exceeds 1000 fps on my device and my little hero becomes a flashman.</p>

<p>Since Orx is not a engine especially dedicated for some kind of console platform, I would say this should be a bug. I looked into the code (glfw, orxPhysics.cpp) and confirmed that the physics updating code intends to achieve fixed time step and I counted that the calling rate of b2world-&gt;step is correct, which means this part of code works fine. I also confirmed that orxSystem_GetTime gives correct results and main clock dt is correct. So I honestly got no clue, why would physical movements depend on main framerate?</p>
]]>
        </description>
    </item>
    <item>
        <title>v1.13 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9116/v1-13-has-been-released</link>
        <pubDate>Sun, 12 Jun 2022 02:19:15 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9116@/index.php?p=/discussions</guid>
        <description><![CDATA[<h2>[10 Mar <strong>2022</strong>] Orx - Portable Game Engine version 1.13 has been released.</h2>

<p>The Orx community is pleased to announce the 1.13 release. There are a substantial amount of changes in this release. Some highlights include:</p>

<ul>
<li>70+ updates or new features</li>
<li>Added a new SoundSystem plugin based on MiniAudio: All platforms now support loading OGG, WAV &amp; MP3 files as well as writing WAV files</li>
<li>Support for: config-driven filters for both sounds and buses, multiple sound listeners, sound panning (including commands), sound spatialization (entirely revamped: is now data-driven &amp; independent of the channel count)</li>
<li>Support for the QOI image format to all plugins/platforms</li>
<li>Support for position literals with optional offset</li>
<li>Compressed texture/icon/cursor support for desktop versions using Basis Universal (UASTC -&gt; ASTC/BC7)</li>
<li>Added orxMod (ProTracker MOD) based on the pocketmod library, that adds config-driven MOD support to objects</li>
<li>Added orxMovie (MPEG1/MP2) init extension, based on the PL_MPEG library</li>
<li>Spawners with UseSelfAsParent will now detach spawned objects upon deletion</li>
<li>Native arm64 support for MacOS 11/XCode 12.x</li>
<li>Support for VS2022 and retired support for VS2015</li>
<li>The complete list of changes is here: <a href="https://github.com/orx/orx/blob/master/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/master/CHANGELOG</a> .</li>
</ul>
]]>
        </description>
    </item>
    <item>
        <title>v1.12 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9115/v1-12-has-been-released</link>
        <pubDate>Sun, 12 Jun 2022 02:16:30 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>krousty_bat</dc:creator>
        <guid isPermaLink="false">9115@/index.php?p=/discussions</guid>
        <description><![CDATA[<h2>[29 May <strong>2021</strong>] Orx - Portable Game Engine version 1.12 has been released.</h2>

<p>The Orx community is pleased to announce the 1.12 release. Some highlights include:</p>

<ul>
<li><p>Major speed &amp; scalability improvements: from 65k to 16M concurrent objects in memory, a complete rewrite of the orxBANK module, object update re-write, added support for early exit events handling</p></li>
<li><p>Support for joysticks on Android-Native</p></li>
<li><p>A simpler Android build pipeline (can be entirely built from inside Android Studio without the manual NDK build step)</p></li>
<li><p>Added color literals for all HTML web colors. Can be used for Object, Graphic &amp; FX Color values</p></li>
<li><p>Added Nuklear support for new projects with the init project maker tool</p></li>
<li><p>Support for writing JPEG images</p></li>
<li><p>Many smaller fixes/optimizations/improvements. Complete list of changes is here: <a href="https://github.com/orx/orx/blob/master/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/master/CHANGELOG</a></p></li>
</ul>
]]>
        </description>
    </item>
    <item>
        <title>While set orxSPAWNER_KU32_MASK_USE_RELATIVE_SPEED, Spawner should apply scaling prior to rotation</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9113/while-set-orxspawner-ku32-mask-use-relative-speed-spawner-should-apply-scaling-prior-to-rotation</link>
        <pubDate>Thu, 27 Jan 2022 08:22:57 +0000</pubDate>
        <category>Bug report - Feature request</category>
        <dc:creator>Tang</dc:creator>
        <guid isPermaLink="false">9113@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>When using spawners with the "UseRelativeSpeed" flag along with scaling of parent objects, rotation is applied before scaling. This can cause problem when using scaling to flip objects.  Taking "The Beginner's Guide to Orx" as an example where we use scaling to flip the hero and set the "UseRelativeSpeed" flag to "spawner" in the "BulletSpawner" section. If a non-zero rotation is applied to the hero, the bullets won't fly in the right direction when the hero is flipped. Just as shown below,<br />
<img src="https://forum.orx-project.org/uploads/editor/bg/gzez509c3f8a.png" alt="" title="" /><br />
This is because the parent object's scale is applied piror to the its rotation, which can be seen from the code in "orxSpawner.c:823",<br />
<code>orxVector_Mul(&amp;vSpeed, orxVector_2DRotate(&amp;vSpeed, &amp;(pstSpawner-&gt;vSpeed), pstSpawner-&gt;fPendingRotation), pstSpawner-&gt;pvPendingScale);</code><br />
This problem can be solved by modifying the line to<br />
<code>orxVector_2DRotate(&amp;vSpeed, orxVector_Mul(&amp;vSpeed, &amp;(pstSpawner-&gt;vSpeed), pstSpawner-&gt;pvPendingScale), pstSpawner-&gt;fPendingRotation);</code><br />
All three similar lines in the switch statement should be modified accordingly. Then the direction of bullets will correctly follow the direction of hero.<br />
<img src="https://forum.orx-project.org/uploads/editor/0o/0wudhh1ggmms.png" alt="" title="" /></p>
]]>
        </description>
    </item>
    <item>
        <title>Improving the robustness and scalability of the configuration system</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9114/improving-the-robustness-and-scalability-of-the-configuration-system</link>
        <pubDate>Fri, 28 Jan 2022 09:58:25 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Tang</dc:creator>
        <guid isPermaLink="false">9114@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hi, everyone! I've been playing with ORX for some time and I'm quite fond of the data-driven design and how the low-level code is arranged. The config system has many merits. It's very powerful and flexible. However, I found that robustness and scalability is less desirable. Actually I've stumbled on quite a few problems when trying to run the outdated examples on github. In these cases, The deprecated C API can be easily noticed when typing "make", but the config part is quite the opposite. For example, in some examples the "Position" entry is set to "top right" or something alike which is no longer supported, but the engine don't complain. Same problem can be experienced when an entry is mistyped or no longer supported. Let along the lack of transparence for the parsing process.</p>

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

<p>and this</p>

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

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

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

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

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

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

<p>Thank you</p>
]]>
        </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>
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        </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>ORX capabilities</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9109/orx-capabilities</link>
        <pubDate>Sat, 20 Mar 2021 17:07:35 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>Tabjones</dc:creator>
        <guid isPermaLink="false">9109@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hello, I stumbled into ORX very recently and it looks awesome; I have an idea for a videogame: strategic, turn-based, with coop option. I read some tutorials and basic info so far, however, I did not understand if ORX is suitable for turn-based games (I think it is, but I want your opinion!) and I did not see anything regarding networking in the APIs, so I guess the multiplayer part should be implemented from scratch because ORX can't help me there, correct?</p>
]]>
        </description>
    </item>
    <item>
        <title>New people!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/20/new-people</link>
        <pubDate>Sun, 21 Sep 2008 19:46:24 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>M1SF17</dc:creator>
        <guid isPermaLink="false">20@/index.php?p=/discussions</guid>
        <description><![CDATA[This is me saying 'hi' to all new people! If you're reading this, please (create an account if you haven't already and) reply with your own word/phrase/SSN/whatever you want. <img src="https://forum.orx-project.org/resources/emoji/lol.png" title=":D" alt=":D" height="20" />]]>
        </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>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>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>Release 1.11 setup.sh fails for new install</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9103/release-1-11-setup-sh-fails-for-new-install</link>
        <pubDate>Sun, 20 Sep 2020 00:10:18 +0000</pubDate>
        <category>Bug report - Feature request</category>
        <dc:creator>orsonb</dc:creator>
        <guid isPermaLink="false">9103@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I just tried creating a new install on Mac from the stable release, 1.11. The setup.sh script failed to download the resource file <a href="https://bitbucket.org/orx/orx-extern/get/0487f7600096.zip" rel="nofollow">https://bitbucket.org/orx/orx-extern/get/0487f7600096.zip</a>.</p>

<p>When I go to that website there is no orx-extern folder in <a href="https://bitbucket.org/orx" rel="nofollow">https://bitbucket.org/orx</a>.</p>

<p>Everything is fine when installing HEAD, but I don't want to rely on unreleased code for my game.</p>

<p>Can someone either release a 1.11.1 that points to a valid url, or restore the file to the url above?</p>

<p>Thank you</p>
]]>
        </description>
    </item>
    <item>
        <title>Hello Fellow Enthusiasts</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9102/hello-fellow-enthusiasts</link>
        <pubDate>Wed, 16 Sep 2020 10:43:07 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>ichibrosan</dc:creator>
        <guid isPermaLink="false">9102@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>I just discovered orx and I decided to embrace it because I believe it is ideal for my beginning efforts in game design. I have quite a lot of experience programming and a lot of experience in machine communication, but I haven't tried writing any multimedia software. I look forward to learning from and contributing to the community. I am approachable and friendly if you have a question or just want to say hi :-)</p>
]]>
        </description>
    </item>
    <item>
        <title>Fun at work</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9101/fun-at-work</link>
        <pubDate>Tue, 08 Sep 2020 05:24:53 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>anyname</dc:creator>
        <guid isPermaLink="false">9101@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>hi  everyone,<br />
I enjoy to make 2D fun games.however I am still more bit of an artist then programmer. i got tons of art and animations and i want to make it act.<br />
I am learning c++ at work using devCpp(is cool and fun). however my desktop has no admin rights so to install something on it, is kind of difficult. not to mention that hacking(going around) would not be a wise decision.I am a guy in my 40's and I do not want to get fired for now..and I do not even want to wait till next year before making a friend with company admin <img src="https://forum.orx-project.org/resources/emoji/smiley.png" title=":smiley:" alt=":smiley:" height="20" /> ...CAN I USE ORX WITHOUT ANY INSTALLATION ? or even better, portable?<br />
thanks for replies</p>
]]>
        </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>Backstory Discussion</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9051/backstory-discussion</link>
        <pubDate>Sun, 13 Oct 2019 23:04:34 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>WolftrooperNo86</dc:creator>
        <guid isPermaLink="false">9051@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey, everyone,</p>

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

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

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

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

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

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

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

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

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

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

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

<p>It's very likely all my use cases above are intertwined. I can work around them but it would be cleaner if I can understand how to access anything collected by the orxParam module.</p>
]]>
        </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>v1.11 has been released!</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9094/v1-11-has-been-released</link>
        <pubDate>Tue, 12 May 2020 09:43:32 +0000</pubDate>
        <category>Releases</category>
        <dc:creator>sausage</dc:creator>
        <guid isPermaLink="false">9094@/index.php?p=/discussions</guid>
        <description><![CDATA[<p><strong>Orx - Portable Game Engine version 1.11 has been released.</strong></p>

<p>Some highlights include:</p>

<ul>
<li>Project build tool "Init" now supports the creation of orx/Scroll, Dear ImGui and orxArchive based projects.</li>
<li>Support changes for MinGW-w64, including new support for 64bit, addition of Visual Studio 2019 and removal of VS2013</li>
<li>OSX/Retina and Windows high DPI display issues corrected</li>
<li>Control over polled physical peripherals.</li>
<li>Text animations</li>
<li>Object LifeTimes based on fx, sound, spawn, track and child, not just time.</li>
</ul>

<p>There is a lot in this release. Check out the full list of changes at: <a href="https://github.com/orx/orx/blob/1.11/CHANGELOG" rel="nofollow">https://github.com/orx/orx/blob/1.11/CHANGELOG</a></p>

<p>You can download the 1.11 release here: <a href="https://github.com/orx/orx/releases/tag/1.11" rel="nofollow">https://github.com/orx/orx/releases/tag/1.11</a><br />
And to always stay up to date, the github version is at: <a href="https://github.com/orx/orx" rel="nofollow">https://github.com/orx/orx</a></p>
]]>
        </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>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>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>
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    </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>
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        <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>
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        <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>
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        </description>
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    <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>
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        <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>
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    <item>
        <title>Resource And Save File Location (and maybe also encrypting)</title>
        <link>https://forum.orx-project.org/index.php?p=/discussion/9086/resource-and-save-file-location-and-maybe-also-encrypting</link>
        <pubDate>Mon, 16 Mar 2020 21:10:16 +0000</pubDate>
        <category>General discussions</category>
        <dc:creator>magic_m</dc:creator>
        <guid isPermaLink="false">9086@/index.php?p=/discussions</guid>
        <description><![CDATA[<p>Hey, I was wondering if there are some best practices for classic type save files and on how and where to store resources. Also, what and how should be encrypted?</p>

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

<p>Then anyone can download and have them printed and drop them around at game or developer conferences.</p>
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