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sausagejohnson

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  1. The Orx 2D Game Engine team have released their next demonstration / tutorial video. This episode shows how to synchronize animations on a hierarchy of objects (parent/children) using the Orx Portable Game Engine. For example, for a parent object, you can have a number of animations defined in the data config, say directions for a robot. You can have matching animations defined for a child object, for example, a flame which will change direction to keep in sync with the parent. This is achieved all in data configuration using naming conventions. Overrides and exceptions are covered in the video too. Hope you like it and find it useful.
  2. The team over at Orx have released the first in a series of demonstration / tutorial videos for Orx: https://www.youtube.com/watch?v=wo6o8BAMnM0 This episode shows how to move characters seamlessly from one side of the screen to the other, as opposed to regular re-positioning. This is a good technique that requires no code in Orx, but rather just some data configuration. You can also apply this technique in other engines. There will be more videos being made over the next days and weeks to showcase Orx more, and give developers a good idea of what the engine is capable of.
  3. sausagejohnson

    Choosing a starting Screen Resolution

    Hi CrazyCdn. Again you're talking about the end result of a game on your monitor. I'm asking about that conversation you have with your designer right at the very start, the pre-production stage. This is where pixel width and height is chosen for the "canvas". Once into production, designs for sprites can be difficult to redraw if there's a change of mind on the pixel dimensions. Choosing the size at the start is a serious consideration.
  4. sausagejohnson

    Choosing a starting Screen Resolution

    Thanks, @JTippetts that's good advice, yes and perhaps the 1080 resolution is a better one to start with than what I have been choosing in the past.
  5. sausagejohnson

    Choosing a starting Screen Resolution

    I'd be mighty sorry to lose you @JTippetts, but that's not what I'm asking. Regardless of resolution, fullscreen mode, or borderless window would always be available. A 2D game can either shift into a true mode or be scaled up. And either way, every developer needs to start... somewhere, in order to start producing non-pixelart 2D artwork. That thought process is what interests me.
  6. sausagejohnson

    Choosing a starting Screen Resolution

    I'd like to to gauge how others go about selecting a starting resolution for a game? This excludes pixel art games, as you can easily go for 320 x 240 and scale up with no interpolation. Also largely excludes 3D games where the main actors are models, and are therefore mathematical. Textures are a factor but not really what I'm asking. I'm talking mainly about 2D games where a resolution must chosen and the art work is based on that resolution. You can scale up and down in realtime of course, to suit a different screen resolution, (depending on your engine) and the scaling would do a pretty decent job. You could say go, for something like 4k, as it would cover all bases, yet memory constraints and distribution size all come into play. As does strain on the engine having to heavily re-scale down. Interested to hear thoughts on how others have chosen their starting resolution to begin work their art assets.
  7. Steal the Ore. Protect your ship. Very pleased to announce that my game is finished after many months, despite interruptions and side quests The Gamedev Projects area is playing up at the moment, so I am posting it here. Outpost Bandit is a space action/survival game where you need to avoid asteroids and enemies while collecting the ore and placing it into the teleporter. You have no weapon. You need to use your shield to protect yourself. There are ten levels of play. Things start getting crazy around level seven. Downloads are available at: https://sausage.itch.io/outpost-bandit Gameplay video: The game was originally inspired by Outpost on the Apple II (1981), but there is little resemblance to that game. The development of Outpost Bandit led to a lot of teaching material being written on the Orx Wiki to help beginners learn to use the Orx 2D game engine.
  8. Following on from Orx's 1.10 release last month - especially in regard to the Android support updates: The Android documentation in the Orx's wiki has been cleaned up and simplified to make it easier to follow. You can find all the Android tutorials and documents at: http://orx-project.org/wiki/en/tutorials/main#android We're also very keen for Android experts to spot any errors we've made. Also for beginners to call out any difficulties encountered, or if anything is simply not clear. Feel free to come chat with us.
  9. sausagejohnson

    Orx Portable Game Engine 1.10 is released

    Pre-compiled binaries for all platforms are now available.
  10. 1.10 is out and the major changes include: GLFW 2.7 to GLFW 3.3 for updated display, mouse, joystick and keyboard support. Multiple monitor support. Support for gamepad mappings (as per SDL database). Hardware cursors and icons. Updated Android support. Drag and Drop support for file names. Clipboard support. The full list of changes and fixes can be found in the changelog. Pre-compiled binaries of the Orx library will be available soon, however the github repo version is always the recommended version. This is the most easy version of Orx to setup and support. Please check out the new Orx, and always feel free to chat with us on gitter or on the forum.
  11. sausagejohnson

    Profile Mode for Orx demonstrated on Twitch tomorrow

    Following the twitch demo from last week, a tutorial has been created to help users get familiar with the Orx Profiler tool that compiles directly into all Orx applications. The tutorial is available at: http://orx-project.org/wiki/en/tutorials/tools/profiler
  12. sausagejohnson

    Profile Mode for Orx demonstrated on Twitch tomorrow

    Starting now.
  13. sausagejohnson

    Profile Mode for Orx demonstrated on Twitch tomorrow

    Also, a live youtube stream will be available if there are any issues connecting to twitch: https://www.youtube.com/user/orxengine/live
  14. All games written with Orx have a profile screen that can be called up to monitor for any inefficiencies or bottlenecks. Iarwain will be demonstrating the Profile Mode for Orx over twitch tomorrow night at: Come along if you're interested to learn about it. There will be an opportunity to cover any topics after the demo. Here's some time zones as a guide to when it's on: Montréal, Canada Tue, 11 Dec 2018 at 1:00 am EST Rome, Italy Tue, 11 Dec 2018 at 7:00 am CET San Francisco, USA Mon, 10 Dec 2018 at 10:00 pm PST Sydney, Australia Tue, 11 Dec 2018 at 5:00 pm AEDT You can check other time zones here: https://www.timeanddate.com/worldclock/converter.html?iso=20181211T060000&p1=165&p2=215&p3=224&p4=240
  15. sausagejohnson

    Orx now uses gamepad controller mapping

    In addition to Orx using the SDL controller database for out-of-the-box mappings (via the GLFW3 library); this week, it is now possible to add extra mappings directly into the data config of your game using the Input.MappingList property, for example: [Input] MappingList = 78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b5,rightshoulder:b4,back:b7,start:b6,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8 The new feature is covered in this article: http://orx-project.org/wiki/en/tutorials/overriding_controller_mapping
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