Orx - Portable Game Engine
Orx 1.4 is out!
26 January 2013

1 month after the first release candidate, the final version of 1.4 is out. It can be downloaded here.

 

The main difference is the removal of the Android-Native version.

There's only one single Android version from now on, which has also much better performances than the previous one.

However, the OS requirement has been increased from 2.1 to 2.3.

 

Other changes include new commands (logic, maths), improved monospace font generation in orxFontGen, literal masks/flags for physics bodies, and a few miscellaneous improvements/fixes.

 

As always, if you have any questions, feel free to ask them on the forum.

 

Enjoy!

 

- iarwain

 

Last Updated on Saturday, 26 January 2013 11:48
 
New release!
23 December 2012

And just in time for Christmas, the new release (1.4rc0) is now available on sourceforge!

 

The iOS package is currently missing and, unfortunately, I will only be able to make a version with the 4.2 iOS SDK as I don't have recent hardware/OS X to make a version compiled with a more recent iOS.

 

The 4.2 version will be available in a few hours from sourceforge.

 

Enjoy and happy holidays to all!

 

- iarwain

 

Last Updated on Sunday, 23 December 2012 01:16
 
Quite a few news!
18 November 2012

Well the last post here is quite old but that doesn't mean nothing happened over the last few months. It's actually quite the contrary! Smile

 

1. Mercurial

Since  the last udpate, orx's source repository was migrated to Mercurial on bitbucket. If you have any feature request/bug report, you can use bitbucket's issue tracker.

 

2. New features 

A few new features have been added too! 

  • There's a timeline module that allows to create timelines of events from config.
  • There's a command module that allows people to evaluate text commands. Custom commands can easily be added by users at runtime. You can find more info on the forum or with the notes Acksys has been taking down on the wiki.
    By combining timelines and commands, one can have a mini scripting language as his disposition. For example, making a standard simple UI system based on menus and buttons can now be done with less than 10 lines of C++ code and driven entirely from config with commands and timelines.
  • console has been added. That means one can execute commands on the fly during runtime from the console. Whether it is for tweaking config values or creating and modifying objects on the fly, the console is here to help.
  • 2D textured polygons (meshes) can now be easily drawn using the orxDisplay API.

 

3. Releases and future developments

As you've noticed, the latest package release (1.3rc0) is now seriously outdated and considered deprecated. However making a release by hand the way it has been done in the past requires too much effort (over 6 hours for a release if everything goes fine).

That's why we're currently trying to automatize our build process. To do so, we've chosen Premake to replace all our hand-edited project files and Buildbot to handle the continuous integration part.

 

And that's where you can come in and help us.

 

  • We've had to modify the current version of Premake in order to generate all the configurations we need and there's still some work to be done in order to support OS X and iOS projects.
  • When this is done, we'll need to setup a whole Buildbot-based compile farm. We'll need help writing the configuration scripts for all the platforms.
  • We'll also need to have Buildbot slave machines that will be used to compile and package the builds. Those machines don't have to be connected all the time, only the server does. When a slave gets available, the master will dispatch work to it, only if needed.
    Having a variety of slaves that can compile for different platforms (hopefully covering all those supported by orx: win32 mingw/visual studio, linux 32/64, OS X 32/64/PPC, iOS, Android, ...) would be great.
 
There's a forum post containing more info on the whole mercurial, premake, buildbot plans. Feel free to reply there if you have any comments or suggestions.
 
  

4. Community (forum, wiki, games, tools and editors)

And to finish, the community has been pretty active lately too. A few tools and editors have been created, ranging from SVG -> physics shape exporter to a full-fledged IDE project.

A couple of games made with orx by community users have also been announced!

Most of those projects have been announced on the Projects section of the forum and some of them are being hosted on Bitbucket under the same account as orx.

 

Lastly, any contribution to the wiki (tutorials, tricks, translations, ...), the forum itself (to help answering new users questions and make the community grow) or even the website (finding someone willing to improve the website design would be awesome!) is more than welcome.

 

Thanks for reading,

- iarwain

 

Last Updated on Sunday, 18 November 2012 02:54
 
New animation system
07 April 2012

Hey all,

 

I'm finally resuming work on the 2D skeleton animation support for orx and I'd like to simplify config definition for the whole animation system in the same process.

 

If you have any ideas or suggestions, here's the post I just wrote on this topic.

 

Thanks in advance!

 

- iarwain

 

Last Updated on Saturday, 07 April 2012 00:11
 
Molyjam 2012
07 April 2012

Last week end took place molyjam 2012. A game jam based on @petermolydeux tweets.

 

I actually used orx (and Scroll) to build a prototype game for two players with my friend Mark Cooke.

We named it Breaktris and it got quite a lot of unexpected attention over the last week and got mentioned on sites such as KotakuEdge and IndieGames.

 

Here's the link to the prototype page if you're curious to try it by yourself (windows, linux and os x).

 

Not sure what we're going to do with in in the future but it was sure a nice and fun experience to create it! Smile

 

Cheers,

 

- iarwain

 

Last Updated on Saturday, 07 April 2012 00:07
 
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