User Tools

Site Tools


scratch

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
scratch [2018/12/12 13:25]
sausage
scratch [2018/12/24 03:27]
sausage
Line 1: Line 1:
-Every program that is built using Orx contains a profiler tool. The Profiler ​is compiled-in when using either debug or release modes.+One of the unique features available within ​Orx is the ability to switch languages ​in game using locale. While many game engines allow a user to program with locale features to some degree, Orx lets you switch languages back and forth in real-time.
  
-The tool helps you diagnose bottlenecks ​and monitor performance ​and internal resources.+An example of this could be a graphical adventure game that features characters, onscreen text, digital speech, ​and music. Locale switching would allow you to completely switch out all graphics, text, speech ​and music with a single function call without altering the game-play.
  
-To show the profiler ​in your game or applicationadd the following ​to your config:+All data is defined by you, and so your regions or nations could be aliens/​humans,​ orcs/elves. You could even think of it as a kind of themeing. 
 + 
 +Its a pretty amazing feature that comes out of the box. 
 + 
 +This tutorial will be done in two steps: 
 + 
 +1. Create a simple ​game with  characters with their own look, speech and music. 
 +2. Add in a second locale, and be able to switch between them. 
 + 
 + 
 +Begin with a blank project created using init. 
 + 
 +Name your project something like the-conversation (or whatever you wish).  
 + 
 +Our game will be about two polite gentlemen having a conversation. They continually greet each other all day. 
 + 
 +Eventuallywe want to be able to switch their nationality,​ as the player may prefer ​to play the game in their own country and language. 
 + 
 +Assets 
 + 
 +Let's begin with the French assets, and build the French version first. 
 + 
 + 
 +Object 
 + 
 +Speech 
 + 
 +Music 
 + 
 + 
 +Delete the default config object and FX sections. We wont need those. 
 + 
 +Create the default ''​Person''​ object in the config ​with:
  
 [] []
  
-Although it makes more practical sense to toggle it on and off with a key stroke:+Create a second person from the first, but one that stands ​on the other side and faces the other way:
  
-Config 
 [] []
  
-Code+Next, create a ''​Scene''​ object that will be the root to hold all the other objects. Then place both Person objects in it's Childlist. 
 [] []
  
-Run your application again, and press the [] key to bring up your Profiler.+Create ​the scene in the game in codeThis will create all the child objects onscreen. You can just change the existing ''​Object''​ creation with ''​Scene'',​ from:
  
 +[]
  
-Profiler Layout+to:
  
-1) Thread Frame bar+[]
  
-This grey bar indicates which thread is currently selected. Most of Orx's tasks run on the main thread. There are other threads that handle things like streaming audio, resource requests and bitmap decompressing which run on other threads. Select your thread with the Page Up and Page Down keys. 
  
-The first value displayed is the amount of time in ms that it took to render the entire current frame. The second value shows the largest amount of time that a frame took to render in the last second. 
  
-2) The meter bar panel +Create all the text objects ​to go onscreenYou will need text objects for:
-These coloured meter bars indicate how much time each Marker took to complete within ​the frame. The colours themselves correspond ​to the colours on each Markers in the Marker panels.+
  
-The bars are spread over four or more lines. ​The row of the bar corresponds to the level of the system. For example, the render task is on the top level, so sits in the top row. The orxSpawner_Update is three levels into the hierarchy and is therefore on the third row. + ​- ​The speech 
 + ​- ​The player instructions 
 + ​- ​The current language indicator
  
-3) Marker panel +Create these as:
-This panel shows all the Markers currently running in the frame. Markers represent important function calls. Each Marker contains three numbers.+
  
-The first is the amount of time in ms this Marker has taken to run in the current frame. The second number indicates the longest amount of time this Marker took to run in the last second.+[]
  
-The last number shows how many times this Marker was run in the frame.+And now place them into the scene by adding them to the Childlist:​ 
 + 
 +Next is the musicDefine it with: 
 + 
 +[] 
 + 
 +And add it to the scene with: 
 + 
 +[] 
 + 
 +Next is the actual conversation. Define the speech with: 
 + 
 +[]
  
-You can even add your own custom markers.+Them using a timeline track switch on and off the alpha of the speech text object to make it appear/​disappear,​ move its position and play the sounds.
  
-4) Secondary Marker panel +Compile and runOur two French gentlemen ​will start having ​a lovely conversation.
-The subsystems in this panel do not have colouringThe grey lines indicate functions that were called - but not during the frame. So they will show having ​run 0x times.+
  
-The white lines indicate xxxx. 
  
 +That is the basic game. Now to make the game switchable to Australia mode.
  
-Using the profiler+Begin by defining ​the two languages or locales for the game: French and Australian.
  
-You can pause or unpause ​the profiler at any time using the `Space Bar`.+Next, define.those locales and create keys for the various assets that are required to switch out: graphics, sound and text
  
-Observe ​the running function call Markers. Currently there are no physics running ​in the engine.+Finally go to each config and replace ​the absolute pathsnto assets and text with the named keys in the locale sectionsThese locale keys are.called using the $ symbol
  
  
scratch.txt · Last modified: 2021/02/02 01:24 (external edit)