edited January 2015 in ORK Support
It does not appear that ORK framework supports any multiplayer but can it be made to do so? IF so, what would be involved in say getting photon unity networking to work with ORK? I wanted to have a 2 player rpg game going for a friend to play with us but he lives in another state and so it would have to have internet multiplayer. Has anyone tried to get Photon (or even basic unity networking?) going with ORK? If so, did you have success? Thanks for any help anyone can give...
EDIT: I would even be willing to help a bit for a group buy/commission for GiL to maybe make this possible in his wonderful framework. But I certainly can't do it alone. Anyone else want to see Photon Networking integrated into ORK Framework by GiL on a group buy basis?
Edit2: Of course, ONLY if your willing GiL and this is something you wouldn't mind doing? Please let me know what you think GiL?
Post edited by GamesRus on
  • you can probally just write up a script that can integrate it by using the api on ork
    new website can be found here http://www.fore-loregames.com

    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
  • edited January 2015
    Unfortunately, i am not a programmer. I am designer and newbie artist. Such a script would have to be done by someone else. It would be nice if GiL could do it but he may not have the time and multiplayer maybe something he doesn't want do at all. I am just asking if anyone wants to join me in seeing about getting GiL's help to do it IF GiL wants to do such a thing at all.
    Post edited by GamesRus on
  • you can probally just write up a script that can integrate it by using the api on ork
    All apologies, but remarks like that make little sense in this context. If we would have the time/skillset/inclination to write custom scripts, we wouldn't use the ORK framework to begin with.
  • Adding multiplayer to ORK Framework is possible, but requires you to do changes to the gameplay source code (included in the full version).
    Hiring me to do it is also possible, but expensive, since that's a lot of work to do :)

    ORK is created for single player and there are currently no plans to change that.
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • Ah thanks for replying GiL. If you have no plans for Multiplayer then most likely i will not try to sway your mind here. ORK Framework is an excellent system as is but i had just wanted to get a friend to play long distance. Alas, looks like that will not be possible given my lack of coding skill and meager pocketbook to get multiplayer put in unless others private message me to get a group buy for it going. But its ok. ORK Framework really is excellent as is. .

  • All apologies, but remarks like that make little sense in this context. If we would have the time/skillset/inclination to write custom scripts, we wouldn't use the ORK framework to begin with.
    @Gregorik

    thats not the case i can write scripts i do it for a living even custom coding a fps shooter for some one right now. i just use ork because it saves me time on writing those scripts :P Ork its self is very powerful and does everything very well. writing scripts to coincide with the frame work to make it even more powerful is just a plus for people who can script. but ork is made for people who cant script as well. not just cause you cant script :P


    sorry just wanted to clarify that... dont mean to offend anyone :)
    new website can be found here http://www.fore-loregames.com

    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
  • Just popping in to say that I would be interested in the group buy route, if anyone wanted to pursue that idea.
  • edited March 2015
    ork can be used in multiplayer you just have to pull info from ork that needs to be shared across the network. this way you dont need to change any source code things like pick ups ect would need to be spawned out side of the ork system and at the same time be added into ork all which can be done with out side scripts. its more complicated to make ork multiplayer ready than it is to just make use of the system and add in out side scripts to pull info from it you can send message from events to do things like spawning from an out side script. but by doing it this way you can not make use of the ai system in ork unless you do change the ork spawning script to be network ready. i my self am only using the inventory , event system, equipment system , item system and status system every thing else is done out side of ork but this makes my job easier just by cutting out the client side coding stuff. allowing me to focus on the multiplayer aspect in full. for those who are interested. ill post a few programs to make all the none coders lives easier.

    Programs

    playmaker ( visual scripting tool very good for non coders)

    behavior designer ( very well made ai state system works exactly like player maker and deeply integrated with it allowing you to call fsm from it as well) only use this if your not changing the spawn script inside ork other wise just use orks ai system to make your lives even easier.

    Small sample code to pull info from ork

    this following code is used to pull info from ork status values section notice the [0] in the line maxHealth = combatant.Status[0].GetValue();
    that 0 represents the number in the status value is set to inside ork every time you add a new one in side ork its number 0, 1 , 2 , 3 ect ect this is how you get this info.

    the maxHealth is a public variable that you create in the script.

    ork uses ints for its status values so to make a new public variable in your script just do the following

    public int name; //name is the name of the variable just call it what ever. this is all done after the bracket in mono behavior and before "// use this for initialization". hope this helps some of you out in connecting things like photon with ork.....


    using UnityEngine;
    using System.Collections;
    using ORKFramework;
    using ORKFramework.Behaviours;

    public class orkvars : MonoBehaviour {
    public int maxHealth;
    // Use this for initialization
    void Start () {

    }

    // Update is called once per frame
    void Update () {
    CombatantComponent combatantComponent = gameObject.
    GetComponent ();
    if (combatantComponent != null) {
    Combatant combatant = combatantComponent.combatant;
    maxHealth = combatant.Status[0].GetValue();
    }
    }
    }
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    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
  • edited April 21
    @wtyson , did you manage to get multiplayer system by ork? would you care to share some of it please? I just need to know how hard this will be to approach my idea. If playmaker can do it, I guess that's enough for me, is it extremely hard or simple enough?

    if only we need to get the each player data and put them in the same lobby, and play through the lobby or server, I think it would be simple enough, can it be done like that?

    and also @gamingislove , PUN (photon) is good, what do I need to put to the photon from ork, to be able to work for multiplayer?, do I need to bring each of the ork database to work? or some of individual player data? is it possible?
    Post edited by ledx on
  • I don't want to be a bummer here but as @gameislove already stated previously the ORK Framework was not designed for Multiplayer in the first place, to make it work with UNET or Photon it will require considerable source code changes
  • I see, thanks. I just thought using photon (third party) would be easier.
  • Sure, integrating an existing solution will be easier, because you don't have to write the whole network code yourself, but you still have to make a lot of changes in ORK to get everything working for online multiplayer :)
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • I see, I haven't checked the source code of ork, but people answer here give me the cover. Perhaps when ork is almost perfect, you might consider it to upgrade to MMORPG Engine. What GIL has done here is amazing, I just love to see your another product in the future.

    Thank you GIL
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