1. I was hoping we could actually see the texts spawned along the balls in this small iPhone demo made with orx but my camera isn't good enough.

    So, orx iPhone 1.2 beta has been released today!
    The archive contains orx's full source code along with a small iPhone-oriented demo featuring:
    - accelerometer
    - touch interaction
    - physics
    - particles
    - music & sounds
    - dynamic object creation
    - visual FXs

    More details can be found in !ReadMe-iPhone.txt

    Newcomers to orx are encouraged to look at orxTest.mm (the small source code of this demo) as well as orxTest.ini, the corresponding config file.

    Please keep in mind that this release is a beta and some changes/additions will probably be made before the final release.

    Any feedbacks and/or comments are more than appreciated!

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  2. Orx is a very easy to use open source & data-driven 2D game engine available on Windows, Linux and Mac OS X.

    As you can see with this first video, orx's now also available on iPhone/iPod Touch. =)

    More info on orx's website: http://orx-project.org

    Here's the (very short) source code used to produce this small demo:
    http://orx.svn.sourceforge.net/svnroot/orx/trunk/code/demo/iPhone/orxTest.mm
    And the associated config file:
    http://orx.svn.sourceforge.net/svnroot/orx/trunk/code/demo/iPhone/config/orxTest.ini

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  3. This final part is just a quick summary of what we did during the whole tutorial.

    Basically, it shows that with the 2 single lines of code written at the beginning, we went from a very simple and straightforward behavior to a more complex one just by modifying data.

    It also shows it's easy to go back to the initial state just by unlinking config data (you don't need to erase everything and re-write it again), most of the time, commenting a line or two or renaming a section is enough.

    You can even isolate the sections you're working on in a different config file to have a more accessible sandboxing playground. And then move your data back to their final file when you're done modifying them.

    Sorry for the bad frame rate as it's my first attempt at creating video for online sharing.
    Unfortunately, the text is only readable in HD mode. It's as its best in full screen with no scaling.

    If you want to play with this simple code yourself, feel free to download the test file from the link at the end of this text, or even by downloading more specific tutorials and development pack, directly from the main site.

    The tutorial section of the main site will receive new tutorials (basic and advanced, with some mini-games) as time goes on.

    Thanks for your attention! =)

    ---

    For more info, please see http://orx-project.org

    Tutorial files (including executable) can be found here: http://orx-project.org/orx/orx-test-video.zip

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  4. This seventh part shows how to override config values.
    It also shows how to use debug and release versions on different data sets or, on the contrary, on the same one.

    We can specify as many config files we want using the command line (-c / --config switch).

    The config file list can also be provided through the main config file (the one that has same base name as the executable) in the [Param] section with the 'config' key.

    In the same order of idea, all command line parameters can be specified in the [Param] section, using the command switch long name (plugin for -p / --plugin, config for -c / --config, etc...).

    The config inheritance system (using the '@' marker) combined with the config override process allows easy parameter tweaking and linking for various build configurations, or even for multiple game prototyping.
    Separating your config into multiple files can also be very helpful.

    You can also modify any config value loaded in memory, add new ones and save all of them in a file for further use or manual tweaking.

    As orx is data-driven, with the same code you can have very different behaviors depending on which config set you decide to load.

    Config files can also be reloaded at runtime, provided you asked to keep track of the load chronology. This is done in the [config] section, using the 'History' key.

    This tutorial is almost done, in the last part we'll just show our different results based on the same code with different config sets.

    ---

    For more info, please see http://orx-project.org

    Tutorial files (including executable) can be found here: http://orx-project.org/orx/orx-test-video.zip

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  5. The sixth part of this tutorial is only an extension on spawner control, seen in the previous part.

    It shows how to control the spawner total object limit.
    In the same way, we can also monitor alive/active object, but as we don't delete any objects in this tutorial, this can't be shown here.

    The next part will show how to get a bit more into config file management, config properties override and debugging info.

    ---

    For more info, please see http://orx-project.org

    Tutorial files (including executable) can be found here: http://orx-project.org/orx/orx-test-video.zip

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ORX - Portable Game Engine

iarwain

A channel for video tutorials on ORX, an opensource portable 2.5D game engine.
For more info please see http://orx-project.org

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