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        <title>Orx Learning - en:tutorials:spawners</title>
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       <dc:date>2026-04-05T15:10:49+00:00</dc:date>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Creating Electrical Sparks</title>
        <link>https://orx-project.org/wiki/en/tutorials/spawners/electrical_sparks?rev=1759253179&amp;do=diff</link>
        <description>Creating Electrical Sparks

This very short tutorial will show you how to make electrical sparks with a spawner and a couple of FX.

The end result will look like this:



Setting up the configuration


[Sparks]
Spawner = SparksSpawner
LifeTime = 1.0

[SparksSpawner]
Object        = SparkObject
WaveSize      = 10
WaveDelay     = 0.05
ActiveObject  = 40
Rotation = -25 ~ -15 ; give a slight variance in the angle of each particle spark 
UseRotation = true

[SparkObject]
Graphic = SparkGraphic
LifeT…</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Futurama Appearance Effect</title>
        <link>https://orx-project.org/wiki/en/tutorials/spawners/futurama_appearance?rev=1759253179&amp;do=diff</link>
        <description>Futurama Appearance Effect

This tutorial will teach you how to create a warp appearance effect like at the start of the Futurama title sequence. The effect will look something like this:



In order to make this, you will need three simple things: an object like a ship, a blue spike, and a flat ball:</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Spawner tutorial</title>
        <link>https://orx-project.org/wiki/en/tutorials/spawners/spawner?rev=1759253179&amp;do=diff</link>
        <description>Spawner tutorial

Summary

This tutorial is showing how to use spawners.

NB: If you want to see how to use orx while using C++ for your game, please refer to the localization tutorial.

See previous basic tutorials for more info about basic object creation, clock handling, frames hierarchy, animations, cameras &amp; viewports, sounds &amp; musics, FXs, physics, scrolling and C++ localization.

This tutorial shows how to create and use spawners for particle effects.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Shooting Bullets with a Spawner</title>
        <link>https://orx-project.org/wiki/en/tutorials/spawners/spawning_bullets?rev=1759253179&amp;do=diff</link>
        <description>Shooting Bullets with a Spawner

This tutorial will show you how to set up a spawner to shoot bullets that can be turned on and off from code. Normally if you attach a spawner to an object, you can only turn it off using orxObject_Enable. But that will make the parent object invisible as well. We use a child object in the case.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>UseParentSpace for Spawners using Relative Position and Scale</title>
        <link>https://orx-project.org/wiki/en/tutorials/spawners/useparentspace_for_spawners?rev=1759253179&amp;do=diff</link>
        <description>UseParentSpace for Spawners using Relative Position and Scale

This is a follow-on from UseParentSpace for Relative Object Positioning and Scaling.

In the same way that child Objects can use the UseParentSpace property to operate within a Parent&#039;s relative position and scale... spawners can benefit from the same functionality.</description>
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