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Welcome to the Orbinaut Framework wiki!
This wiki is relevant only to the latest iteration of the framework, ver. 2.1. If you're still using the previous Orbinaut iteration (ver 2.0), you can find the documentation to it here
Orbinaut Framework is the ultimate solution for creating an accurate classic-style Sonic game. While that is its primary focus, Orbinaut is flexible enough to be adapted for non-Sonic platformers as well. The framework offers a range of custom systems, from animation to collision handling, rendering and culling
Important: this wiki will NOT teach you how to use GameMaker. We assume you already have basic programming knowledge and are already familiar with GameMaker itself. If you're not, we highly recommend spending a few days learning and solidifying the following topics:
- GML Features
- Basic Code Structure
- Variables and Variable Scope
- Expressions and Operators
- Arrays
- Event Order
- Tiles and Tile Set Editor
- Cameras and Viewports
Note: this process is not required for the playable build, it applies only to the GameMaker project itself
Orbinaut Framework is designed to work with the latest LTS (Long-Term Stable) release of GameMaker. Compatibility with monthly releases is neither supported nor guaranteed
Once you start your actual development, re-export the project under a new name. Using the default project name (i.e. OrbinautFramework) can cause configuration and save data files conflicts with other projects based on Orbinaut that haven't been renamed. To do this:
- Open the project file
- Select File -> Export Project -> YYZ, then type your own project name
- Import newly created YYZ file. It will ask you to unpack it, do so. If it asks you to include prefabs, decline it
- Manually copy over
prefabsfolder from Orbinaut Framework's project directory to your newly created project directory. This is important as these prefabs are integrated into the framework and your project will fail to open without them