[19 Sep 2025] Live - Special Edition - Making a local multiplayer game with orx in 1h
This session was about making a small asteroids-like game, targeting the Web/HTML5 platform, while leveraging orx’s data-driven features.
Some of the game features that were implemented during the session:
- Basic Asteroids gameplay
- Local multiplayer support (1P & 2P modes)
- Customizable ships & lasers
- Digital & analog inputs support
- Persistent high score tracking (including for the Web/HTML5 platform)
- Gameplay & game over music (Amiga MODs)
- Sound effects (lasers, explosions)
- Game Over screen with pause
- Seamless screen edge transitions
- Scoring with different values for small & big asteroids
- Random asteroids generation
- Packaging & Shipping
- Web/HTML 5 export
[29 May 2025] Orx - Portable Game Engine version 1.16 has been released.
The Orx community is pleased to announce the 1.16 release.
There are quite a few changes in this release.
Here are some highlights:
- HTML5/Web is now a supported platform!
- TrueType/OpenType fonts are now supported at runtime
- SDF fonts are now supported, either generated offline with orxFontGen, or at runtime
- Init can now update in-place existing projects: extensions can now be freely added/removed/updated on existing projects
- Plugins are now handled as resources (and can thus be hot loaded/swapped, bundled, etc.)
- Scroll has been rewritten: all redundant features were removed and new features, such as per-ScrollObject inputs, were added
- Extending a config property with
+=
now works through section inheritance - Added support for QOA (audio) and PNM, GIF & PSD (bitmap) formats
The complete list of changes can be found here.
[27 Apr 2025] Live session #16 - Updating a Project, Web/HTML5 & Advanced Concepts
This session was about how to update an existing (old) project, the new HTML5/Web platform and some advanced concepts:
- How to update an existing Init-ed project
- Export to the Web/HTML5 platform
- Runtime font support, using TrueType/OpenType files:
- Regular font
- Signed Distance Field (SDF) fonts & customization
- Rate-limited object creation
- Context-based object creation:
- Dealing with complex object hierarchies
- Simple data-driven customization support
[8 Dec 2024] Live session #15 - Noise Texture Generation & Recent Features
This session was about the new Noise Texture Generation extension (and how it was made) and recent features:
- Noise Texture extension
- Use this extension’s internals to show:
- Masquerading as a new resource type to generate a resource content on the fly
- How to link hot reloading of config with texture
- Recent features:
FrameGrid
config property (animation)Orientation
config property (graphics)- New options for the
AutoReset
config property (spawner) @<Section>
support forFind[Owned]Child
filters+=
working through inheritance- Timeline, Shaders & Triggers fully working with inheritance
- Per-object virtual inputs (using
^
with ScrollObjects)
- Texture loading benchmarking (PNG vs WEBP vs KTX2 vs QOI)
[29 Sep 2024] Live session #14 - Triggers, Embedding & Extending Orx
The “denoised” version is now available.
This session was about the new Trigger module as well as how to embedd orx in other codebases, along other engines and how to extend it:
- How to embed orx, fully or partially, in other codebases
- The new Trigger module
- Extending orx (non-intrusive): extensions vs plugins
- Hot-swapping plugins during development
- Plugins as resources: Packaging them in bundle