I found one issue with Grid painter. It's not bugged as I thought at first. What happens is in Unity to rotate the camera the commands are ALT + LMB, so you end up painting grid as you rotate the view to get better angles. @gamingislove Is it possible for you to disable the grid painting while ALT button is clicked? This would make grid painter much easier to use and avoid unintended grid cell painting.
I wish I had an option to make it so that the OK Button in a dialogue GUI does NOT show up until Text Typing had completed (or the player had tapped once to instantly complete the Text Typing).
This way the little bouncing arrow doesn't show up until the message is technically complete.
For Battle Events, there's no good way to set the Player as the user in that particular event. (Either as a Set Player as User node, or just a setting in the Event Settings)
(For example, let's say I want the player to gain 5HP every time a projectile with an always-on environmental damage dealer does damage via Ability>Damage Dealer Settings>Animate>Battle Event.)
Since the damage dealer is on the projectile when it does the damage, ORK thinks that the projectile is the user; when in some cases I want the current Player to be considered the User.
(I'm currently working around this by using All Allies=User since I only have my Player, but this won't work once I implement other friendly combatants around.)
Another request, unless I'm just dumb and didn't see the option:
For Icon bars in HUDs, having the option to limit how many icons you can have in a row; and then creating another column/row beside/below/above/etc them.
Greetings, a new user is here. I've found this toolkit just recently and it looks great, I'm prolly going to buy it soon. I wanted to ask a few technical questions first though:
1. Is it hard to create turn based battle system like the one in Battle Brothers? Meaning multiple carried weapons/shields any unit can switch between, different skills based on those weapons (slash for axe, thrust for spear and both for sword for example), action-point based system (moving one tile or acting costs points) and complex armor system (head, body, legs, slash and thrust resistance values etc.). That is - without going too deep into source code. I'm familiar with the coding and I can do it if needed but I want to avoid it as much as possible (to save time and focus more on design).
2. Is it hard to implement multi-tile units (like big vehicles or horses) in grid battles without going too deep into source code?
3. If I desperately need some feature (like listed above) and it's not there - is it possible to, let's say, to support the author financially (above the original price of the kit) to get this feature in the future updates?
@ClaimedInfinity Hey! 1) Everything you described should be easy to make, except for unified AP for movement and Attacks. Though that feature might be in the roadmap for future updates. The attack types/resistances are really easy to make so you can go over the top with that.
The grid itself does not have too many features, but it has quite a few. You can have different cell types, blocked cells, higher move cost cells and you can create abilities with custom grid ranges and AOE shapes. You can even add traps and other special events to cells. But some small stuff is missing like Attack of Opportunity etc.
2) Not supported ATM, probably you would need to really mess with the source code to get this working.
3) Yes, you can request paid features or even propose group buy to the community so like minded developers can finance the features. This is how the Grid system came to ORK initially. You can find details on this page if you scroll down a little http://orkframework.com/support/
Thanks for the answers, hellwalker! A little sad to hear that ORK does not support unified AP and Attacks of Opportunity ATM but its advantage is in having a great number of features you need to create your own game prototype. I've been playing with Unreal Turn Based Kit, it has great flexibility with its Unreal blueprint system and there will be multi-tile units in the future update. Sadly it is focused primarily on combat - no inventory, character development, dialogs etc. So currently it looks like ORK fits my needs more.
The main question is - how hard to deal with ORK source code compared to Unreal Blueprints Visual Scripting. Either I need to ask person familiar with both or I need to look at the code myself to know it and I have to buy ORK to do that. I'm looking at tutorials now, so it'll take some time before I'm familiar with all the features and I decided to ask a few things in advance. :)
There is also Unity Playmaker in the store for visual scripting, could be a good alternative to Unreal Blueprints if ORK will work together with it.
As to the multi tile units - in my case that should be easy enough to implement as I need only 1x2 tile units as mounted combatants. But if we take 2x2 units for example (luckily I don't need those yet), they already require a lot more complex pathfinding and AI calculation formulas (as it is discussed here for example).
When confirming to save a game and ORK saves to a slot, it'd be good if we could put in an extra SFX for the actual act of Saving/Loading so you can get a nice little fanfare SFX when you actually save or load. (Right now I think we're stuck with just Accept SFX for the GUI). Unless I'm mistaken and there's actually a field for this!
Or I can just use an event trigger inside the button! Nevermind. :P
Big ORK and Makinom QoL request: I can't remember if this was discussed or not, but Middle-mouse drag in the Event and Schematic editors in order to move the viewport around rather than using the scroll bars would be amazing useful for when you have very big events. (Zoom too, but not as important)
Having the option to call a different event when the character is NOT damaged would be super handy. Right now even if the damage is blocked via the toggle, it still calls the same event.
@Kirb If you block the damage using the Block Damage setting of the damage zone, why don't you just select a different event? When the setting is used, the damage zone will always block damage :)
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@gamingislove Do you mean changing the 'HasBeenDamaged' event inside of the Damage Zone via code whenever we toggle Block Damage via code during runtime? I *think* we tried that...
Right now we're using the one Damage zone for the Player and toggling BlockDamage on and off depending on specific actions in code.
Oh, yeah - if you change the Block Damage setting in-game, you'll also have to change the used event asset in-game.
What was your solution?
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've never been able to find any way to visually indicate the current tab, although it's possible I've missed it. :-)
What happens is in Unity to rotate the camera the commands are ALT + LMB, so you end up painting grid as you rotate the view to get better angles.
@gamingislove Is it possible for you to disable the grid painting while ALT button is clicked? This would make grid painter much easier to use and avoid unintended grid cell painting.
I wish I had an option to make it so that the OK Button in a dialogue GUI does NOT show up until Text Typing had completed (or the player had tapped once to instantly complete the Text Typing).
This way the little bouncing arrow doesn't show up until the message is technically complete.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
For Battle Events, there's no good way to set the Player as the user in that particular event. (Either as a Set Player as User node, or just a setting in the Event Settings)
(For example, let's say I want the player to gain 5HP every time a projectile with an always-on environmental damage dealer does damage via Ability>Damage Dealer Settings>Animate>Battle Event.)
Since the damage dealer is on the projectile when it does the damage, ORK thinks that the projectile is the user; when in some cases I want the current Player to be considered the User.
(I'm currently working around this by using All Allies=User since I only have my Player, but this won't work once I implement other friendly combatants around.)
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
For Icon bars in HUDs, having the option to limit how many icons you can have in a row; and then creating another column/row beside/below/above/etc them.
Using Zelda as an example for just creating a second Row beneath: https://pm1.narvii.com/6368/d7bc4435b2fb0b036a2dc5077650ae172619f3a0_hq.jpg
This is nice because you get to avoid having a huge line of icons across the entire screen when you want it localized with the rest of the HUD.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
1. Is it hard to create turn based battle system like the one in Battle Brothers? Meaning multiple carried weapons/shields any unit can switch between, different skills based on those weapons (slash for axe, thrust for spear and both for sword for example), action-point based system (moving one tile or acting costs points) and complex armor system (head, body, legs, slash and thrust resistance values etc.). That is - without going too deep into source code. I'm familiar with the coding and I can do it if needed but I want to avoid it as much as possible (to save time and focus more on design).
2. Is it hard to implement multi-tile units (like big vehicles or horses) in grid battles without going too deep into source code?
3. If I desperately need some feature (like listed above) and it's not there - is it possible to, let's say, to support the author financially (above the original price of the kit) to get this feature in the future updates?
Hey!
1) Everything you described should be easy to make, except for unified AP for movement and Attacks. Though that feature might be in the roadmap for future updates.
The attack types/resistances are really easy to make so you can go over the top with that.
The grid itself does not have too many features, but it has quite a few. You can have different cell types, blocked cells, higher move cost cells and you can create abilities with custom grid ranges and AOE shapes. You can even add traps and other special events to cells. But some small stuff is missing like Attack of Opportunity etc.
2) Not supported ATM, probably you would need to really mess with the source code to get this working.
3) Yes, you can request paid features or even propose group buy to the community so like minded developers can finance the features. This is how the Grid system came to ORK initially.
You can find details on this page if you scroll down a little http://orkframework.com/support/
The main question is - how hard to deal with ORK source code compared to Unreal Blueprints Visual Scripting. Either I need to ask person familiar with both or I need to look at the code myself to know it and I have to buy ORK to do that. I'm looking at tutorials now, so it'll take some time before I'm familiar with all the features and I decided to ask a few things in advance. :)
There is also Unity Playmaker in the store for visual scripting, could be a good alternative to Unreal Blueprints if ORK will work together with it.
As to the multi tile units - in my case that should be easy enough to implement as I need only 1x2 tile units as mounted combatants. But if we take 2x2 units for example (luckily I don't need those yet), they already require a lot more complex pathfinding and AI calculation formulas (as it is discussed here for example).
Additional tiny Feature Request for Save Menus:
When confirming to save a game and ORK saves to a slot, it'd be good if we could put in an extra SFX for the actual act of Saving/Loading so you can get a nice little fanfare SFX when you actually save or load. (Right now I think we're stuck with just Accept SFX for the GUI). Unless I'm mistaken and there's actually a field for this!
Or I can just use an event trigger inside the button! Nevermind. :P
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
If you block the damage using the Block Damage setting of the damage zone, why don't you just select a different event? When the setting is used, the damage zone will always block damage :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Right now we're using the one Damage zone for the Player and toggling BlockDamage on and off depending on specific actions in code.
Edit: No worries, we've found a way around it! :D
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
What was your solution?
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!