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       <dc:date>2026-04-19T11:02:44+00:00</dc:date>
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        <dc:date>2025-12-08T11:33:54+00:00</dc:date>
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        <title>darkFunction to Orx Converter</title>
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        <description>darkFunction to Orx Converter

darkfunction.com is gone. The editor remains on GitHub but hasn’t been updated since 2014.

Please note: For a better, more efficient method of working with sprites and cut ups, consider: TexturePacker.

Tutorial about how to Use TexturePacker to create Animations for ORX:</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>Using the Inkscape SVG to ORX Converter</title>
        <link>https://orx-project.org/wiki/en/tutorials/tools/inkscape_to_orx?rev=1759253179&amp;do=diff</link>
        <description>Using the Inkscape SVG to ORX Converter

Purpose

This tool allows the user to design meshes for use on Object Body Parts in the form of VertexLists. Box and Sphere type body parts are very straight forward and automatic. Mesh parts however, need some kind of editor to make the job easier.</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>The Orx Profiler</title>
        <link>https://orx-project.org/wiki/en/tutorials/tools/profiler?rev=1759253179&amp;do=diff</link>
        <description>The Orx Profiler

Every application that is built using Orx contains a profiler tool. The Profiler is compiled-in when using either debug or profile modes.



The tool helps you diagnose bottlenecks and monitor performance and internal resources.

To show the profiler in your game or application, add the following to your config:</description>
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        <title>Logging all Structures to a Tree</title>
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        <description>Logging all Structures to a Tree

The Data Configuration feature of Orx makes it simple to build up a complex scene or object with minimal code. All these items are defined in various ini files however the developer chooses to arrange them. 

Orx provides a nice way to display a tree view of your Orx objects currently in game, and what structures make them up.</description>
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        <title>Creating Sprite Sheets for ORX with TexturePacker</title>
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        <description>Creating Sprite Sheets for ORX with TexturePacker

Getting TexturePacker

First, download and install TexturePacker.

Creating a sprite sheet

To create a sprite sheet for ORX:

	*  Import Sprites: Drag &amp; drop a folder containing your sprite images onto the left panel of TexturePacker.</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>Using the TiledToOrx Converter</title>
        <link>https://orx-project.org/wiki/en/tutorials/tools/tmx_to_orx?rev=1759253179&amp;do=diff</link>
        <description>Using the TiledToOrx Converter

Source code for the converter can be found here: &lt;https://gitlab.com/sausagejohnson/tiledtoorx&gt;

1. Get a copy of Tiled Map Editor here &lt;http://www.mapeditor.org/&gt;

2. Get the latest version of the TiledToOrx Config Converter Tool: TiledToOrx Download or use the Online Version.

3. Get your tiles image and check what your tile dimension is. I&#039;m using a few tiles from Mushroom Stew and these are each 32 x 32 pixels:</description>
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        <dc:date>2025-12-08T11:34:19+00:00</dc:date>
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        <title>Addin for The Gimp to Extract Guides for Configuration</title>
        <link>https://orx-project.org/wiki/en/tutorials/tools/tool-to-extract-gimp-guides?rev=1765193659&amp;do=diff</link>
        <description>Please note: For a better, more efficient method of working with sprites and cut ups, consider: TexturePacker.

Tutorial about how to Use TexturePacker to create Animations for ORX: Creating Sprite Sheets for ORX with TexturePacker

For gimp users, this tool will still remain here.

Addin for The Gimp to Extract Guides for Configuration</description>
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