edited October 11 in ORK Support
Hi there,
I've read a lot about ORK Framework and many of the great tutorials here. I really like the framework and how flexible it is. I am curious about one thing:

Is it possible to use the grid system not only in a separate battle scene but in the whole game - to move on grids outside of combat? I'm planning my game to be turn-based the whole time, similar to how the movement in the classic roguelikes. Something like this at 7:33 -
Post edited by eXalted on
  • Currently it's only possible to have the grids in battles - but you could do that with custom controls, or having the game be in battle all the time :)
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  • edited October 11
    Thank you for the answer.

    If it's in a constant battle mode, I guess it scene transitions can be used too?
    Post edited by eXalted on
  • I didn't want to create another thread.

    I'm trying to raycast a grid on a 2D battlefield but it inserted like it is a 3D plane.

    I have Horizontal Plane set to XY in Game > Base Settings.
    And also Raycast Type > Only 2D

    When I create a Battle Grid, the following happens (switched to 3D so it can be seen better) - https://i.imgur.com/NUbjtDK.jpg

    It is cast on the Z plane and not on the Y one :(
  • Yes, scene transitions, interactions or picking up items can all be used during battles as well.

    And yeah ... battle grids are currently only for XZ horizontal planes.
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • Ah, so there is no out-of-the box way to use grid battles in a 2D game? :\
  • Well ... yes, it's possible by sticking to the XZ plane instead of XY :)
    XY horizontal plane support for battle grids is definitely coming in future updates.
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • edited October 13
    Ah, alright, I will try that. just fear that it will collide (or won't collide in case of 2D Colliders)) with other components.

    Eagerly awaiting future updates!
    Post edited by eXalted on
  • I don't want to put pressure or sound annoying, but I am just curious if it is a priority or a feature like that will need a lot of work and is planned for the future?

  • I'll try to add this in the next update - I did some quick tests last week and ran into some issues, but nothing that big, just enough to prevent it from going into last week's quick bugfix update.
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • I got to be honest, when I saw the bugfix update, I thought that this feature is included in there :D
  • I may be fast, but not that fast :D
    Well, if there where no issues, it'd have been in it ...
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
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