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        <title>Orx Learning - en:tutorials:animation</title>
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       <dc:date>2026-04-15T03:04:32+00:00</dc:date>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Anim tutorial</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/animation/anim?rev=1759253179&amp;do=diff</link>
        <description>Anim tutorial

Summary

See previous basic tutorials for more info about basic object creation, clock handling and frames.

This tutorial only covers the very basic use of animations in orx.

All animations are stored in a directed graph.

This graph defines all the possible transitions between animations. An animation is referenced using a unique character string. All the transitions and animations are created via config files.</description>
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        <title>Animation Targets, and Clearing Targets</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/animation/animation_clearing_targets?rev=1759253179&amp;do=diff</link>
        <description>Animation Targets, and Clearing Targets

Clearing a target can be very handy on objects with very simple behaviours. I recently had a requirement where an object would perform an animation every time another object collided with it. 

As per other tutorials, my code called</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Inheriting Animations using Prefixes</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/animation/animation_inheritance_prefixes?rev=1759253179&amp;do=diff</link>
        <description>Inheriting Animations using Prefixes

This is an advanced tutorial in order to explain how to reuse existing Animations, but using Prefixes to give meaningful names to the new animations, while being able to make minimal changes to the the new animation.</description>
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        <title>Animation Synchronization</title>
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        <description>Animation Synchronization

This video episode shows how to synchronize animations on a hierarchy of objects (parent/children). For example, for a parent object, you can have a number of animations defined in the data config, say directions for a robot. You can have matching animations defined for a child object, for example, a flame which will change direction to keep in sync with the parent. This is achieved all in data configuration using naming conventions. Overrides and exceptions are covere…</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Animation Walk-through</title>
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        <description>Animation Walk-through

This walk-through is designed to guide you through the new Orx animation system. This new system is designed to be super easy to configure.

To follow along, ensure you have a working Orx project.

The sprite sheet that will be used throughout is below:</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Creating Particle Explosions</title>
        <link>https://www.orx-project.org/wiki/en/tutorials/animation/particle_explosions?rev=1759253179&amp;do=diff</link>
        <description>Creating Particle Explosions

Do you like blowing things up? Of course you do. Everyone does.

How about a nice way to have particle explosions in your game? Great for bullet stormers.

This explosion is quite simple. It is composed of the following objects:</description>
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        <title>Realistic Walk Movement</title>
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        <description>Realistic Walk Movement

One of the requirements I have for my project is for my character to plant his feet firmly on the ground as he walks. Many games, especially platformers, will have a main sprite with many frames of animation, and will be repositioned across the screen as the character animates.</description>
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        <title>Text Animation</title>
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        <description>Text Animation

Not only can the animation system work with graphics and frames, it can also animate text strings.

Think “Ready Set Go” in racing games or animated text in console games (rogue-likes!).

To start this tutorial, let&#039;s create a blank project using the init script.

In the config file, remove the default</description>
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        <dc:date>2025-09-30T17:26:19+00:00</dc:date>
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        <title>Zero Length Frames</title>
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        <description>Zero Length Frames

You can use a zero length frame in order to send a key frame event without any visual indication in the animation itself. Essentially a sequence trigger.

As in the Animation Walkthrough, we&#039;ll use the chicken sprite sheet again:



Basic Config Setup</description>
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