# Looking for People to Join Dev Team

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Posted (edited)

Hello guys.

I am a programmer and artist looking to form a team to develop games. I am looking for programmers, animators and composers who are interested in working together to make games in order to gain experience and grow their skills. I plan for us to start off on small 1 month projects in order to to get used to the process of development and hopefully move on to bigger projects if we choose to do so.

I spend a lot of time learning new things but I always forget the importance of doing. So I am looking for people who want to learn and get better through the experience of working with an actual team.

If you are a:

• programmer
• animator
• composer

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If the project is small enough (my time is limited), I might be interested in taking part as a composer. I have years of experience but never worked on an actual project. So this could turn out to be a great opportunity to do so.

Is there a concept already or do you plan to develop an idea with your team? If a concept is present, loosing a view words would certainly help getting people interested.

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Hi there,I started recently with Unity, just trying to do some things on my own so I do not have much experience but I would like to join a team and get the experience through practice!

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Posted (edited)

Hey, I'm open to any ideas @ptietz and I would love to have you in. I'm not going for anything ambitious as of now so I wouldn't mind having you on, as long as we keep constant updates on what is getting done, and what needs to be done.

@Squall22 hey man, as long as you're willing, we can make something happen.

Both of you should join the discord link so I can get to know you all better and get things rolling.

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At this point, if you are considering this opportunity, we need 1 more programmer and  animator. All other roles have been filled.

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Am I late? I frequently tinker with Unity, but I'm a rookie. Has been 3-4 months since I've started tinkering with Unity. Just trying to do some things on my own. But I would like to join the team and gain experience with practice.

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I am an experienced Unity programmer with knowledge of shaders and the like. I currently don't have access to discord, but ill pm you my steam.

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Posted (edited)

@Merlinus great, PM me your steam

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What kind of languages/engines are you planning on working with? I am proficient in Java and have experience in c# but I have never really touched Unity or GMS. I am reasonably interested depending on the project being looked into

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Why? I'll get to the in a moment, but it'll make your life easier.
The setup script also creates several projects for various IDEs and operating system: Visual Studio, Codelite, Code::Blocks, and gmake. You can pick one of these projects to build the Orx library.
Building the Orx Library
While the Orx headers are provided, you need to compile the Orx library so that your own games can link to it. Because the setup script has already created a suitable a project for you (using premake), you can simply open one for your chosen OS/IDE and compile the Orx library yourself.
There are three configurations to compile: Debug, Profile and Release. You will need to compile all three.
For more details on compiling the Orx lbrary at: http://orx-project.org/wiki/en/tutorials/cloning_orx_from_github at the Orx learning wiki.
The $ORX Environment Variable I promised I would explain what this is for. Once you have compiled all three orx library files, you will find them in the code/lib/dynamic folder: orx.dll orxd.dll orxp.dll Also, link libraries will be available in the same folder: orx.lib orxd.lib orxp.lib When it comes time to create our own game project, we would normally be forced to copy these library files and includes into every project. A better way is to have our projects point to the libraries and includes located at the folder that the$ORX environment variable points to (for example: C:\Dev\orx\code).
This means that your projects will always know where to find the Orx library. And should you ever clone and re-compile a new version of Orx, your game projects can make immediate use of the newer version.
Setting up a 2D UFO Project
Now the you have the Orx libraries cloned and compiled, you will need a blank project for your game. Supported options are: Visual Studio, CodeLite, Code::Blocks, XCode or gmake, depending on your operating system.
Once you have a game project, you can use it to work through the steps in this tutorial.
Orx provides a very nice system for auto creating game projects for you. In the root of the Orx repo, you will find either the init.bat (for Windows) or init.sh (Mac/Linux) command.
Create a project for our 2D game from the command line in the Orx folder and running:
init c:\temp\ufo or
init.sh ~/ufo Orx will create a project for each IDE supported by your OS at the specified location. You can copy this folder anywhere, and your project will always compile and link due to the \$ORX environment variable. It knows where the libraries and includes are for Orx.
Open your project using your favourite IDE from within the ufo/build folder.
When the blank template loads, there are two main folders to note in your solution:
config src Firstly, the src folder contains a single source file, ufo.cpp. This is where we will add the c++ code for the game. The config folder contains configuration files for our game.
What is config?
Orx is a data driven 2D game engine. Many of the elements in your game, like objects, spawners, music etc, do not need to be defined in code. They can be defined (or configured) using config files.
You can make a range of complex multi-part objects with special behaviours and effects in Orx, and bring them into your game with a single line of code. You'll see this in the following chapters of this guide.
There are three ufo config files in the config folder but for this guide, only one will actually be used in our game. This is:
ufo.ini All our game configuration will be done there.
Over in the Orx library repo folder under orx/code/bin, there are two other config files:
CreationTemplate.ini SettingsTemplate.ini These are example configs and they list all the properties and values that are available to you. We will mainly concentrate on referring to the CreationTemplate.ini, which is for objects, sounds, etc. It's good idea to include these two files into your project for easy reference.
Alternatively you can view these online at https://github.com/orx/orx/blob/master/code/bin/CreationTemplate.ini and here: https://github.com/orx/orx/blob/master/code/bin/SettingsTemplate.ini

The code template
Now to take a look at the basic ufo.cpp and see what is contained there.
The first function is the Init() function.
This function will execute when the game starts up. Here you can create objects have been defined in the config, or perform other set up tasks like handlers. We'll do both of these soon.
The Run() function is executed every main clock cycle. This is a good place to continually perform a task. Though there are better alternatives for this, and we will cover those later. This is mainly used to check for the quit key.
The Exit() function is where memory is cleaned up when your game quits. Orx cleans up nicely after itself. We won't use this function as part of this guide.
The Bootstrap() function is an optional function to use. This is used to tell Orx where to find the first config file for use in our game (ufo.ini). There is another way to do this, but for now, we'll use this function to inform Orx of the config.
Then of course, the main() function. We do not need to use this function in this guide.
Now that we have everything we need to get start, you should be able to compile successfully. Run the program and an Orx logo will appear slowly rotating.

Great. So now you have everything you need to start building the UFO game.
If you experience an issue compiling, check the troubleshooting article for Orx projects    for help.

Setting up the game assets
Our game will have a background, a UFO which the player will control, and some pickups that the player can collect.
The UFO will be controlled by the player using the cursor keys.
First you'll need the assets to make the game. You can download the file  assets-for-orx-ufo-game.zip which contains:
The background file (background.png😞

The UFO and Pickup sprite images (ufo.png and pickup.png😞

And a pickup sound effect (pickup.ogg😞
pickup.ogg
Copy the .png files into your data/texture folder
Copy the .ogg file into your data/sound folder.
Now these files can be accessed by your project and included in the game.

Setting up the Playfield
We will start by setting up the background object. This is done using config.
Open the ufo.ini config file in your editor and add the following:

[BackgroundGraphic] Texture = background.png Pivot = center
The BackgroundGraphic defined here is called a Graphic Section. It has two properties defined. The first is Texture which has been set as background.png.
The Orx library knows where to find this image, due to the properties set in the Resource section:

[Resource] Texture = ../../data/texture
So any texture files that are required (just like in our BackgroundGraphic section) will be located in the ../../data/texture folder.
The second parameter is Pivot. A pivot is the handle (or sometimes “hotspot” in other frameworks). This is set to be center. The position is 0,0 by default, just like the camera. The effect is to ensure the background sits in the center of our game window.
There are other values available for Pivot. To see the list of values, open the CreationTemplate.ini file in your editor. Scroll to the GraphicTemplate section and find Pivot in the list. There you can see all the possible values that could be used.
top left is also a typical value.
We need to define an object that will make use of this graphic. This will be the actual entity that is used in the game:

[BackgroundObject] Graphic = BackgroundGraphic Position = (0, 0, 0)
The Graphic property is the section BackgroundGraphic that we defined earlier. Our object will use that graphic.
The second property is the Position. In our world, this object will be created at (0, 0, 0). In Orx, the coordinates are (x, y, z). It may seem strange that Orx, being a 2D game engine has a Z axis. Actually Orx is 2.5D. It respects the Z axis for objects, and can use this for layering above or below other objects in the game.
To make the object appear in our game, we will add a line of code in our source file to create it.
In the Init() function of ufo.cpp, remove the default line:
orxObject_CreateFromConfig("Object"); and replace it with:
orxObject_CreateFromConfig("BackgroundObject"); Compile and run.
The old spinning logo is now replaced with a nice tiled background object.

Next, the ufo object is required. This is what the player will control. This will be covered in Part 2.

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• By Zamma
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• Sounds
This is our final part, 5 of a series on creating a game with the Orx Portable Game Engine. Part 1 is here, and part 4 is here.
It's great that collecting the pickups work, but a silent game is pretty bland. It would be great to have a sound play whenever a pickup is collected.
Start by configuring a sound:

[PickupSound] Sound = pickup.ogg KeepInCache = true
Then as part of the collision detection in the PhysicsEventHandler function, we change the code to be:

In code above, if the recipient is a pickup object, then use the orxObject_AddSound function to place our sound on the sender object. There's little point adding a sound to an object that is about to be deleted.
And of course, if the pickup object is the sender, we add the sound to the recipient object. Also, the PickupSound that is added to the object, is the config section name we just defined in the config.
Compile and run.
Hit the pickups and a sound will play.
You can also use sounds without code. There is an AppearSound section already available in the config.
We can use this sound on the ufo when it first appears in the game.
This is as simple as adding a SoundList property to the ufo:

[UfoObject] Graphic = UfoGraphic Position = (0, 0, -0.1) Body = UfoBody AngularVelocity = 200 SoundList = SoundAppear
Re-run and a nice sound plays at the start of the game.
What's a game without a score? We need to earn points for every pickup that is collected.
The great thing about Orx objects is that they don't have to contain a texture as a graphic. They can contain a font and text rendered to a graphic instead. This is perfect for making a score object.
Start by adding some config for the ScoreObject:

[ScoreObject] Graphic = ScoreTextGraphic Position = (-380, -280, 0)
Next, to add the ScoreTextGraphic section, which will not be a texture, but text instead:

[ScoreTextGraphic] Text = ScoreText
Now to define the ScoreText which is the section that contains the text information:

[ScoreText] String = 10000
The String property contains the actual text characters. This will be the default text when a ScoreObject instance is created in code.
Let's now create an instance of the ScoreObject in the Init() function:

orxObject_CreateFromConfig("ScoreObject");
So far, the Init() function should look like this:

orxSTATUS orxFASTCALL Init() { orxVIEWPORT *viewport = orxViewport_CreateFromConfig("Viewport"); camera = orxViewport_GetCamera(viewport); orxObject_CreateFromConfig("BackgroundObject"); ufo = orxObject_CreateFromConfig("UfoObject"); orxCamera_SetParent(camera, ufo); orxObject_CreateFromConfig("PickupObjects"); orxObject_CreateFromConfig("ScoreObject"); orxClock_Register(orxClock_FindFirst(orx2F(-1.0f), orxCLOCK_TYPE_CORE), Update, orxNULL, orxMODULE_ID_MAIN, orxCLOCK_PRIORITY_NORMAL); orxEvent_AddHandler(orxEVENT_TYPE_PHYSICS, PhysicsEventHandler); return orxSTATUS_SUCCESS; }
Compile and run.
There should be a score object in the top left hand corner displaying: 10000

The score is pretty small. And it's fixed into the top left corner of the playfield. That's not really what we want.
A score is an example of a User Interface (UI) element. It should be fixed in the same place on the screen. Not move around when the screen scrolls.
The score should in fact, be fixed as a child to the Camera. Wherever the Camera goes, the score object should go with it.
This can be achieved with the ParentCamera property, and then setting the position of the score relative to the camera's centre position:

[ScoreObject] Graphic = ScoreTextGraphic Position = (-380, -280, 0) ParentCamera = Camera UseParentSpace = false
With these changes, we've stated that we want the Camera to be the parent of the ScoreObject. In other words, we want the ScoreObject to travel with the Camera and appear to be fixed on the screen.
By saying that we don't want to UseParentSpace means that we want specify relative world coordinates from the centre of the camera. If we said yes, we'd have to specify coordinates in another system.
And Position, of course, is the position relative to the center of the camera. In our case, moved to the top left corner position.
Re-run and you'll see the score in much the same position as before, but when you move the ufo around, and the screen scrolls, the score object remains fixed in the same place.
The only thing, it's still a little small. We can double its size using Scale:

[ScoreObject] Graphic = ScoreTextGraphic Position = (-380, -280, 0) ParentCamera = Camera UseParentSpace = false Scale = 2.0 Smoothing = false Smoothing has been set to false so that when the text is scaled up, it will be sharp and pixellated rather than smoothed up which looks odd.
All objects in our project are smooth be default due to:

[Display] Smoothing = true: So we need to explicitly set the score to not smooth.
Re-run. That looks a lot better.

To actually make use of the score object, we will need a variable in code of type int to keep track of the score.
Every clock cycle, we'll take that value and change the text on the ScoreObject.
That is another cool feature of Orx text objects: the text can be changed any time, and the object will re-render.
Finally, when the ufo collides with the pickup, and the pickup is destroyed, the score variable will be increased. The clock will pick up the variable value and set the score object.
Begin by creating a score variable at the very top of the code:

#include "orx.h" orxOBJECT *ufo; orxCAMERA *camera; int score = 0;
Change the comparison code inside the PhysicsEventHandler function to increase the score by 150 points every time a pickup is collected:

if (orxString_SearchString(recipientName, "PickupObject") != orxNULL) { orxObject_SetLifeTime(pstRecipientObject, 0); orxObject_AddSound(pstSenderObject, "PickupSound"); score += 150; } if (orxString_SearchString(senderName, "PickupObject") != orxNULL) { orxObject_SetLifeTime(pstSenderObject, 0); orxObject_AddSound(pstRecipientObject, "PickupSound"); score += 150; }
Now we need a way to change the text of the score object. We declared the score object in the Init() function as:

orxObject_CreateFromConfig("ScoreObject");
But we really need to create it using an orxOBJECT variable:

scoreObject = orxObject_CreateFromConfig("ScoreObject");
And then declare the scoreObject at the top of the file:

#include "orx.h" orxOBJECT *ufo; orxCAMERA *camera; orxOBJECT *scoreObject; int score = 0;
Now it is possible to update the scoreObject using our score variable. At the bottom of the Update() function, add the following code:

if (scoreObject) { orxCHAR formattedScore[5]; orxString_Print(formattedScore, "%d", score); orxObject_SetTextString(scoreObject, formattedScore); }
First, the block will only execute if there is a valid scoreObject.
If so, then create a 5 character string. Then print into the string with the score value, effectively converting an int into a string.
Finally set the score text to the scoreObject using the orxObject_SetTextString function.
Compile and Run.
Move the ufo around and collect the pickups to increase the score 150 points at a time.
Winning the game
1200 is the maximum amount of points that can be awarded, and that will mean we've won the game.
If we do win, we want a text label to appear above the ufo, saying “You win!”.
Like the score object, we need to define a YouWinObject:

[YouWinObject] Graphic = YouWinTextGraphic Position = (0, -60, 0.0) Scale = 2.0 Smoothing = false
Just like the camera, the YouWinObject is going to be parented to the ufo too. This will give the appearance that the YouWinObject is part of the ufo.
The Scale is set to x2.
The Position is set offset up in the y axis so that it appears above the ufo.
Next, the actual YouWinTextGraphic:

[YouWinTextGraphic] Text = YouWinText Pivot = center
And the text to render into the YouWinTextGraphic:

[YouWinText] String = You Win!
We'll test it by creating an instance of the YouWinObject, putting it into a variable, and then parent it to the ufo in the Init() function:

orxObject_CreateFromConfig("PickupObjects"); scoreObject = orxObject_CreateFromConfig("ScoreObject"); ufoYouWinTextObject = orxObject_CreateFromConfig("YouWinObject"); orxObject_SetParent(ufoYouWinTextObject, ufo);
Then the variable:

#include "orx.h" orxOBJECT *ufo; orxCAMERA *camera; orxOBJECT *ufoYouWinTextObject; orxOBJECT *scoreObject; int score = 0;
Compile and Run.
The “You win” text should appear above the ufo. Not bad, but the text is rotating with the ufo much like the camera was before.

We can ignore the rotation from the parent on this object too:

[YouWinObject] Graphic = YouWinTextGraphic Position = (0, -60, 0.0) Scale = 2.0 Smoothing = false IgnoreFromParent = rotation
Re-run. Interesting. It certainly isn't rotating with the ufo, but its position is still being taken from the ufo's rotation.

We need to ignore this as well:

[YouWinObject] Graphic = YouWinTextGraphic Position = (0, -60, 0.0) Scale = 2.0 Smoothing = false IgnoreFromParent = position.rotation rotation
Good that's working right.

We want the “You Win!” to appear once all pickups are collected.
The YouWinObject object on created on the screen when the game starts. But we don't want it to appear yet. Only when we win. Therefore, we need to disable the object immediately after it is created using the orxObject_Enable function:

ufoYouWinTextObject = orxObject_CreateFromConfig("YouWinObject"); orxObject_SetParent(ufoYouWinTextObject, ufo); orxObject_Enable(ufoYouWinTextObject, orxFALSE);
Finally, all that is left to do is add a small check in the PhysicsEventHandler function to test the current score after each pickup collision:

if (orxString_SearchString(recipientName, "PickupObject") != orxNULL) { orxObject_SetLifeTime(pstRecipientObject, 0); orxObject_AddSound(pstSenderObject, "PickupSound"); score += 150; } if (orxString_SearchString(senderName, "PickupObject") != orxNULL) { orxObject_SetLifeTime(pstSenderObject, 0); orxObject_AddSound(pstRecipientObject, "PickupSound"); score += 150; } if (orxObject_IsEnabled(ufoYouWinTextObject) == orxFALSE && score == 1200) { orxObject_Enable(ufoYouWinTextObject, orxTRUE); }
We are checking two things: that the ufoYouWinTextObject is not yet enabled using the orxObject_IsEnabled function, and if the score is 1200.
If both conditions are met, enable the ufoYouWinTextObject.
Compile and run.
Move the ufo around and collect all the pickups. When all are picked up and 1200 is reached, the “You Win!” text should appear above the ufo signifying that the game is over and we have won.

And that brings us to the end! We have created a simple and complete game with some configuration and minimal code.
Congratulations!
I hope you enjoyed working through making the ufo game using the Orx Portable Game Engine. Of course, there are many little extras you can add to give your game that little extra polish. So, for just a bit more eye candy, there a couple more sections that you can follow along with if you wish.
There are many ways to do shadows. One method is to use shaders… though this method is a little beyond this simple guide.
Another method, when making your graphics, would be to add an alpha shadow underneath. This is a good method if your object does not need to rotate or flip.
The method I will show you in this chapter is to have a separate shadow object as a child of an object. And in order to remain independent of rotations, the children will ignore rotations from the parent.
First a shadow graphic for the ufo, and one for the pickups:

Save these both into the data/texture folder.
Then create config for the ufo shadow:

The only interesting part is the Alpha property. 0.1 would be almost completely see-through (or transparent), and 1.0 is not see-through at all, which is the regular default value for a graphic. 0.3 is fairly see-through.

Set the Position a bit to the right, and downwards.

[UfoObject] Graphic = UfoGraphic Position = (0,0, -0.1) Body = UfoBody AngularVelocity = 200 UseParentSpace = position SoundList = AppearSound ChildList = UfoShadowObject
Run the project.
The shadow child is sitting properly behind the ufo but it rotates around the ufo, until it ends up at the bottom left which is not correct.

We'll need to ignore the rotation from the parent:

[UfoShadowObject] Graphic = UfoShadowGraphic Position = (20, 20, 0.05) IgnoreFromParent = position.rotation rotation
Not only do we need to ignore the rotation of ufo, we also need to ignore the rotation position of the ufo.
Re-run and the shadow sits nice and stable to the bottom right of the ufo.

Now to do the same with the pickup shadow:

The only difference between this object and the ufo shadow, is that we want the pickup shadow to take the rotation value from the parent. But we do not want to take the position rotation.
That way, the pickup shadow will remain in the bottom right of the pickup, but will rotate nicely in place.
Now attach as a child to the pickup object:

[PickupObject] Graphic = PickupGraphic FXList = RotateFX Body = PickupBody ChildList = PickupShadowObject
Re-run, and the shadows should all be working correctly.

And that really is it this time. I hope you made it this far and that you enjoyed this series of articles on the Orx Portable Game Engine.
If you like what you see and would like to try out a few more things with Orx, head over our learning wiki where you can follow more beginner guides, tutorials and examples.
You can always get the latest news on Orx at the official website.
If you need any help, you can get in touch with the community on gitter, or at the forum. They're a friendly helpful bunch over there, always ready to welcome newcomers and assist with any questions.

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