Orx - Portable Game Engine
Saving Game information to a File
09 January 2018

Games often need to save back to disk. You might need to save player information, map positions, scores etc. Because Orx is data driven, it is naturally easy to save this information to a file on disk for retrieval later.

This is covered in the new Save Game Tutorial.

Last Updated on Thursday, 11 January 2018 21:08
 
Happy Christmas and New Year from us at Orx
25 December 2017

Hope everyone has a great Christmas and a really good new year coming into 2018.

If anyone is looking for something to do over the holiday break, we now have a full list of tutorials to help you get up to speed with orx/Scroll which is a c++ abstraction layer for Orx. This allows you to program your Orx games using full object orientated patterns.

You're always welcome to come say hi over at our gitter chat room.

Last Updated on Friday, 29 December 2017 01:32
 
New tutorial: Passing items from one Object to another
06 December 2017

Say you had a game where your player character needed to collect objects and carry them around. Also it needed to drop them off or give them to another character.

Objects that are children of a parent object can easily fulfil this role. Thankfully the parenthood of an item can be assigned at will to another object.

You can find the new tutorial here.

Last Updated on Thursday, 07 December 2017 12:08
 
New tutorial: Sound Buses
05 December 2017

Sounds and Music in your game can be assigned to a bus. This allows you to alter aspects of the audio, like the volume, without affecting audio assigned on another bus. Buses are like object groups in many respects.

Checkout the latest tutorial.

Last Updated on Thursday, 07 December 2017 01:27
 
New tutorial: Viewport Render to Texture
01 December 2017

An amazing feature of Orx is the ability to have a separate Viewport, display a scene in it, and have that scene become rendered to a separate texture.

We can take this texture and use it for other purposes like for objects.

Read more here.

 
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