Since there are some bugs that need fixing (loading auto save only games and item box steps), there'll be a small update this week - any small feature requests that should get in there?
So far we've got:
Main Menu: Auto Save Slot Selection You can now optionally display a question dialogue when an already used auto save slot is selected.
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
i third kirbs idea and also want to add in a use name gui box selection for name elements on huds so they can have a different box than the rest of the elements
@Alex1234 That was already in the last update, the Join Battle step is now available in battle start events.
@wtyson Can you give me more details on the visual turn order? What's the difference to the Turn Order type HUD that's already available?
@Solist Do you mean item boxes? You can already add multiple items in the Add To Item Box step.
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
@GIL like the pics below the circled areas . they show each turn order which in turn can be affected by spells and such to decide if you can go first even while in battle. but the pictures would then need to move along the line to show the new turn order. this is a jrpg type feature. if this is already possible can we get a small tut cause i have played with the turn order hud and cant make heads or tails of it
The turn order HUD works the same way the combatant HUDs work - only that they display the turn order of turn based battles instead of e.g. the player group.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
what i'm talking about is the ORK framework itself.
for example, when you are creating items in the inventory tab of the ORK framework when I go to create a new item in the list it goes 1 : new item, 2 : new item, so on. What I'm asking about is the system used to move these items in the list. The only function in place that allows this is the "Move Up" or "Move Down" buttons, it would be nice to be able to move an item in the list faster than just 1 spot at a time.
any chance for events we can get a disable enable particle emitter node to fix the Shuriken particle issue thats what is causing my cast issue im having its a known problem with shuriken particles and unity Neatwolf the guy who made my particles gave me this code but i dont know with to do with it since im no coder and am using ork :p
currentFX = GameObject.Instantiate(projectilePrototype) as GameObject; currentFX.transform.position = desired position; //Leaves a bad trail
you do instead
Vector3 spawnPosition = <calculate the starting position of the projectile and the trail here>;
currentFX = GameObject.Instantiate(projectilePrototype, spawnPosition, Quaternion.identity) as GameObject;
//Instantiates the projectile and all its trails in the correct start position.
edit: ok there is one but i think the spawn step it self needs a check box for the disable emitters so that the effect has a chance to spawn and go to the location your spawning it at or am i just a idiot that cant figure it out? :P
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
>any small feature requests that should get in there?
please add this random sounds future. : )
http://forum.orkframework.com/discussion/437/how-to-change-the-sound-at-block/p1
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight
Hmm, small features. This one may be small enough: http://forum.orkframework.com/discussion/comment/4535#Comment_4535
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
That was already in the last update, the Join Battle step is now available in battle start events.
@wtyson
Can you give me more details on the visual turn order? What's the difference to the Turn Order type HUD that's already available?
@Solist
Do you mean item boxes? You can already add multiple items in the Add To Item Box step.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
and
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
for example, when you are creating items in the inventory tab of the ORK framework when I go to create a new item in the list it goes 1 : new item, 2 : new item, so on.
What I'm asking about is the system used to move these items in the list.
The only function in place that allows this is the "Move Up" or "Move Down" buttons,
it would be nice to be able to move an item in the list faster than just 1 spot at a time.
currentFX = GameObject.Instantiate(projectilePrototype) as GameObject;
currentFX.transform.position = desired position; //Leaves a bad trail
you do instead
Vector3 spawnPosition = <calculate the starting position of the projectile and the trail here>;
currentFX = GameObject.Instantiate(projectilePrototype, spawnPosition, Quaternion.identity)
as GameObject;
//Instantiates the projectile and all its trails in the correct start position.
edit: ok there is one but i think the spawn step it self needs a check box for the disable emitters so that the effect has a chance to spawn and go to the location your spawning it at or am i just a idiot that cant figure it out? :P
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames