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scratch [2018/12/12 05:19]
sausage created
scratch [2018/12/22 04:55]
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-Every program that is built using Orx contains a profiler toolThe Profiler is compiled-in when using either debug or release modes.+One of the unique features available with orx is yhe ability to switch languages in game with localeWhile many engin 's allow a user to program with locale features, orx lets you switch languages back and forth in realtime.
  
-The tool helps you diagnose bottlenecks ​and monitor performance and internal resources.+An example of this would be a graphical adventurd game that features characters, onscreen text, digital speech, wnd music. Locale switching would allow you to completely switch out all graphics, text, speech ​and music with a single function call without altering the gameplay.
  
-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/​humansorcs / elves. You could even think of it as theming.
  
-[]+Its a pretty amazing feature that comes out of the box.
  
-Although it makes more practical sense to toggle it on and off with a key stroke:+This tutorial will be done in two steps:
  
-Config +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.
  
-Code 
-[] 
  
-Run your application again, and press the [] key to bring up your Profiler. 
  
 +Begin with a blank project created using init.
  
-Profiler Layout+Name itnsomething like the-xonversation. Our gamebwill be about two polite gwntlemen having a xonversation. They continually greet eaxh other all day.
  
-1) Thread Frame bar+We eventually want to be able to switch theor natio nality as theplayer may prefer to play the game in the theme pf th eir own country and language.
  
-This grey bar indicates which thread is currently selected. Most of Orx's subsystems run on the main thread. There are other systems like streaming audio which runs on another thread. Select your thread with the Page Up and Page Down keys.+Assets
  
-The first value displayed is the amount ​of time in ms that it took to render ​the entire frame. The second value shows the largest amount of time that a frame took to render in the last second.+Lets bein with the french assets, ​ and build the french version ​of the game to start.
  
-2) The meter bar panel +Obkect
-These coloured meter bars indicate how much time each subsystem took to complete within the frame. The colours themselves correspond to the colours on the subsystem in the subsystem 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. +Speech
  
-3) Subsystem panel +Music
-This panel shows all the subsystems currently running in the frame. Each system contains three numbers. +
-The first is the amount of time in ms that this system has taken to run in the current frame. The second number indicates the longest time this system took to run in the last second.+
  
-The last number shows how many times this subsystem was run in the last frame.+Delete ​the default config object and fz. We wont need those.
  
-4) Secondary Subsystem panel +Create thedefault person I bje c t in the.cpnfig woth 
-The subsystems ​in this panel do not have colouringThe grey lines indicate xxxxx. The white lines indicate xxxx.+ 
 +Create a second man from the first but one that stands on the other side and faces the other way. 
 + 
 +Next, create a scene object that wiĺl be the root to hold all the other objects. Then place both men objects ​in Its childlist. 
 + 
 +Create the scene in the game In codeThis.will create all the xhild objects onscreen. 
 + 
 +Next create all the text objects to go onscreen. Younwill need text objects for  
 + 
 +The speech 
 +The player instructions 
 +The current language indicator 
 + 
 +Create these as 
 + 
 +And now.place them into the scene by addong them to the.childlist. 
 + 
 +Next is the music. Define it with 
 + 
 +And add it to the scene with 
 + 
 +Next is the actual conbersation. Define the speech with 
 + 
 +Them usingna timeline track switch on and off thealpha of thenspeech text object to make it appear and disappear, move its position and play the sounds. 
 + 
 +Compile and run. Our two french gentlemen will start having a lovelo conversation. 
 + 
 +That is the basic game. Now to make the game switchable to australia mode. 
 + 
 +Befin by defining the two languages or locales for the game: french and aistralian. 
 + 
 +Next, define.those locales and create keys for the various assets that are required to switch out: graphics, sound and text 
 + 
 +Finally go to each config and replace the absolute pathsnto assets and text with the named keys in the locale sections. These locale keys are.called using the $ symbol
  
  
scratch.txt · Last modified: 2021/02/02 01:24 (external edit)