Orx - Portable Game Engine
13 November 2009

I almost forgot: thanks to the participation of eyecreate, orx can now be compiled/used for linux 64bits. If you want to give it a try, head for the svn repository! =)

- iarwain

Last Updated on Friday, 13 November 2009 03:33
13 November 2009

Hi guys,


As I begin slowly to have some free time again to work on orx, I have a couple of questions for you.


First question: Is there someone with a working visual studio 2005 installation that is willing to help me do the v1.1 release for orx?

The task is mainly to load the project, compile both release & debug and send me the binaries, that's about it. For some weird random reason I can't get msvs2005 to work on my computer and I don't have access to the previous facilities I had when making the former releases.


Second question: Which library would you recommand to load/save images?

So far I've had a look at DevIL and SOIL, but I'm sure there are other libraries out there worth a look. It has to be either opensource or free that can be used for a LGPL program.


To reply, you can either pm me or use the forum.

Thanks in advance, everyone! =)


- iarwain

Last Updated on Friday, 13 November 2009 03:28
cannot open shared object file: no such file or directory liborx.so
06 October 2009

Well, I know it's an unusual title, but I found it as keywords used in search engines by someone visiting this site. Smile


As I didn't see such inquiries in the forum, I'll try to reply here hoping it will help someone!


So I presume you're using the linux dynamic version of orx. Usually libraries under linux should be in directories that are referenced in the library path (see the man page for LD_LIBRARY_PATH).


However, so as to make it easier when I made the linux tutorial executables, I instructed them to search for the current active directory. If you're building a stand alone and you want to have liborx.so in your executable path, provide this flag to gcc (so that he can then forward it to ld, its linker): -Wl,-rpath ./


That will tell your executable to look for needed libraries in its own directory. And of course don't forget to link against orx's library with -lorx.


Hope this helps! If you have any other issue, don't hesitate to ask on our forum, you'll most likely find someone to help you there pretty fast! Smile


- iarwain

Last Updated on Saturday, 10 October 2009 20:07
15 September 2009

As you might already know, the data-driven aspect of orx relies heavily on its config system.

So lately I began to add pages about config in the wiki.


Please let me know if you find it unclear or, on the contrary, if it sounds helpful to you.

I will soon detail all the built-in config properties used by orx and some more advanced things such as encrypted config files and using the config system to provide savegame support.

Last Updated on Tuesday, 15 September 2009 12:51
1.0 Final(ly)
06 September 2009

Is out! =)

And you can find it here!

Any feedback/bug report/suggestion is welcomed, as usual! =)


Here's what changed since last release:

orx 1.0 final
* Added fully featured localization module (orxLocale)
* orxTEXT that relies on the orxLocale module will now be automatically updated when changing language at runtime
* Updated screenshot module to work with config reloads
* Optimized some access to the config module
* Added acceleration parameter to FX curves (to controle their frequencies over time)
* Fixed flipped & tiled objects rendering
* Replaced all external uses of orxRGBA by orxCOLOR
* Events handlers are now expected to return orxSTATUS_SUCCESS so as to continue calling other handlers
* Added orxDisplay_SetFullScreen() and orxDisplay_IsFullScreen() functions + SFML implementation
* Improved some tutorials + added localization example in tutorial #10
* Misc minor updates in code & comments

- iarwain


Last Updated on Sunday, 06 September 2009 19:53

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