• edited December 2013
    Another request would be an option for calling the battle menu to pause the game (meaning you press the button to bring up the battle menu and the game pauses), would be helpful in real time combat.
    Ntelliware, you can find that option in Battle System > Real-Time Settings > Pause on Menu.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Dead Gear: http://www.deadgeargame.com
    Twitter: https://twitter.com/AMO_Crate
  • Wow, lol. I've been working too hard!
  • Hm maybe there is a way to bind the attack sounds on the weapons? when attacking the enemy there is only the attack sound on the bind on combatant, so a Swords make the same sound like axe in battle...
    and a way to put gui-boxes inseide the framework into folder or catygories. (I have many of them :) )
  • @Aceego2

    How are you calling the damage sound currently? It's fairly easy to just override the animation settings for the weapon and use the SFX you want in a battle event, or spawn a prefab that has a self-destructive audio source.

    You do tend to get a lot of GUI Boxes, but folders would probably just add to the clutter. Remember that you can move all of them up and down. What I do to separate different categories or sections is just name a blank GUI Box " - - - - - - - - - - - -" and move it between different sections to space them out.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Dead Gear: http://www.deadgeargame.com
    Twitter: https://twitter.com/AMO_Crate
  • hhhmmm good point thx
  • @Aceego2
    Hm, equipment overriding sound types while equipped ... good idea - I'll put it on the list :)

    The boxes, well, just keep them organized and use helpers like @Kirb suggested - an own type for GUI boxes isn't really practical ...
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • :) just said and just done-----awsome :)
    is there a xbox controller support? i did not find a (X or Y) Axis sensitivity button in the ork framework Keycode menue. (need one for move and one for camera)
  • When using Key Code, there should be the Joystick stuff somewhere in the list.
    You can still use the Unity input manager to set up keys, you'd simply have to put the key's name in the ORK input key :)
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • Re-post from page 3:
    Feature request (unless it's already possible):

    1.HUD for displaying turn order in turn based combat. Also seems like turn order doesn't calculate
    future turns really. For example in a 1v1 fight a delay attack that pushes back the target's turn order by 1 doesn't seem to do anything. I am trying to mimic something similar to FFX.

    2.Show targets HP or stats in combat selection HUD.
  • GiL,

    Would it be possible to allow me to select Actors (Find Object) in Battle Events? Currently all that is available is User, Target and Prefab. Currently I have no way to target my animation call functions, object fades etc at a child object of the user.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Dead Gear: http://www.deadgeargame.com
    Twitter: https://twitter.com/AMO_Crate
  • I'll add using child objects to all object selections, so it will be available wherever you can use an object (actor, waypoint, prefab).
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • Is there a "Camera switch" Event in the Eventeditor? so i can toogle between cameras or picture in picturecam...
  • There's no special step for this, bug you can do it using your cameras as actors (e.g. by finding them by name or tag) and enabling/disabling them ... or doing other stuff :)
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • edited January 2014
    Here's a request(s) for after release:

    I've been tryin' to think of a decent way to limit projectiles on-screen that you'd be able to fire. (For an example, think Megaman: he can only fire three buster shots on screen at a time. Once one disappears or collides with something, he is free to fire another.) Is there a way to do this? Perhaps adding Variables to the Use Requirements for abilities, or something similar.

    This would basically serve as an alternative Time/Reuse setting that isn't dependent on cooldown.

    Updated my OP in the first page of this thread, crossing things off, as well as adding other things that haven't been formally added to this thread:

    - Non-combatant damage dealers that can deal damage to Damage Zones via formula in a manner similar to abilities. (Attributes, Destroy on damage, able to damage any or specific factions, etc)

    - You'll probably hate me for requestin' it, but Menu framework for a barebones Talent Tree system would be pretty great, and give people the opportunity to morph it into a FFX sphere-grid style system with enough work. I suppose this would be an extension of the already existing Ability Tree system?
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Dead Gear: http://www.deadgeargame.com
    Twitter: https://twitter.com/AMO_Crate
  • good idea. with waypoints i can make camera paths. :)
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