edited October 2014 in Announcements
And here it is: release notes


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Busy with stuff, so not that much new yet, bust still cool new features - coming end of next week:
  • HUDs: Combatant, Turn Order
    The new Click Action settings enable you to do some stuff when clicking on a HUD element. You can call a menu screen (with the combatant as user), change the current menu/shop user, change the player and select a target in battles (like clicking on the combatant's game object).
  • HUDs
    The new Expand Bounds setting for an element's background image will optionally increase the element's display bounds to show the whole background image.
  • Menu Screens: Ability, Ability Tree, Inventory, Status Value Upgrade
    The new Don't Return setting will prevent the menu from going back to the previous menu screen when using Close After Use.
  • Menu Screens: Ability, Inventory
    Animate Use defines if using an ability/item will be animated, i.e. it's battle events are performed. E.g. pausing menu screens will be able to use items without animating them, which kinda blocked the menu.
    By default enabled.
  • Battle System
    The battle gains dialogue can now be automatically closed after some time by using the new Auto Close settings.
    Available in all battle system types.
  • Battle End Events
    Auto Close is also available in the Collect Battle Gains step when showing the dialogue.
  • Input Keys
    New input origins: Mouse and Touch!
    You can now use mouse button clicks and touches as inputs, e.g. double click or two-finger touch.
    Can't be used as axis, though.
  • Text Formats
    The minimum Font Size is now 0 instead of 1.
  • Game Variables
    The new Approximately check type for float game variable checks uses Mathf.Approximately to check if two floats are similar. Since float numbers are somewhat tricky when it comes to Is Equal, you should use that check if you're having problems with it :)
    Also, the Vector3 distance check can now also use Range Inclusive, Range Exclusive and Approximately.
  • Event System: Check Steps
    The new Check Value step allows checking a value (e.g. the result of a formula or a game variable) against other values using all the nice float checks.
  • Event System: Movement/Rotation/Faction Steps
    Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance, Check Transform, Check Angle and Check Faction Sympathy steps.
  • Formulas: Check/Position Steps
    Range Inclusive, Range Exclusive and Approximately check types available in the Check Formula Value, Check Distance and Check Angle steps.
  • Battle AI: Position Steps
    Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance and Check Angle steps
  • Editor
    A Copy to Clipboard button is now displayed below the help text box. Let's you copy the help text to the clipboard, e.g. for translating it via google translate :)
  • Battle System
    The new Defend First setting will force defend actions to be performed before other actions. Doesn't take already performing actions into account.
    Available in all battle system types.
  • Game Settings: Bestiary/Battle AI
    Finally, the Use in Battle AI setting allows you to use bestiary information for battle AI status checks when a player combatant checks an enemy.
    If the player doesn't know the checked status information (e.g. attack attributes of the enemy), the check will fail.
  • Battle AI: Status Steps
    Force Knowledge setting available in Check Status, Get Status Value, Get Attack Attribute and Get Defence Attribute steps.
    Optionally forces player combatants to have full knowledge about an enemy's status information when checking him.
Post edited by gamingislove on
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  • Pretty neat upcoming update!!! =D
  • Mouse and Touch is awesome!
  • Great as always! Thanks!
  • Nice! Looking forward to it
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Bunch of small improvements:
    • Game Variables
      The new Approximately check type for float game variable checks uses Mathf.Approximately to check if two floats are similar. Since float numbers are somewhat tricky when it comes to Is Equal, you should use that check if you're having problems with it :)
      Also, the Vector3 distance check can now also use Range Inclusive, Range Exclusive and Approximately.
    • Event System: Check Steps
      The new Check Value step allows checking a value (e.g. the result of a formula or a game variable) against other values using all the nice float checks.
    • Event System: Movement/Rotation/Faction Steps
      Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance, Check Transform, Check Angle and Check Faction Sympathy steps.
    • Formulas: Check/Position Steps
      Range Inclusive, Range Exclusive and Approximately check types available in the Check Formula Value, Check Distance and Check Angle steps.
    • Battle AI: Position Steps
      Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance and Check Angle steps
    • Editor
      A Copy to Clipboard button is now displayed below the help text box. Let's you copy the help text to the clipboard, e.g. for translating it via google translate :)
    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!
  • Also coming:
    • Battle System
      The new Defend First setting will force defend actions to be performed before other actions. Doesn't take already performing actions into account.
      Available in all battle system types.
    • Game Settings: Bestiary/Battle AI
      Finally, the Use in Battle AI setting allows you to use bestiary information for battle AI status checks when a player combatant checks an enemy.
      If the player doesn't know the checked status information (e.g. attack attributes of the enemy), the check will fail.
    • Battle AI: Status Steps
      Force Knowledge setting available in Check Status, Get Status Value, Get Attack Attribute and Get Defence Attribute steps.
      Optionally forces player combatants to have full knowledge about an enemy's status information when checking him.
    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!
  • Loving all the improvements on the Check steps!
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Release tomorrow :)
    • HUDs: Combatant, Turn Order
      The new %c text code displays the change between current and preview value of a status value or attack/defence attribute.
    • HUDs
      The new Start Toggle State setting allows setting if a HUD is toggled on or off at the start of the game. When using Only While Key, this inverses the display state (i.e. the HUD is hidden while the key is valid).
    • Menu Screens: Combatant
      The combatant menu part can now optionally display the Ok and Cancel buttons, e.g. to progress to the next page when using 'Accept Next Page' or close the menu screen by pressing the cancel button.
    • Status Requirements
      You can now check if the combatant is a selected combatant or not using the new Combatant requirement.
    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!
  • edited October 2014
    Thanks so much. Know it's a lot of work but value the care you take to make the Framework grow as a wonderful game-making tool and the apparent joy with which you do it. : )
    Post edited by Catacomber on
  • thats cause GIl gets to play at home while the rest of us have to hold day jobs while we develop our games :p im kidding..
    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
  • And here it is: release notes
    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 Thanks! defend first option is a god send for me ^^
    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
  • All the Menu Screen and HUD updates/fixes are fantastic! Thanks so much! :D
    My little chunk of the internet: http://artemic.com
  • @GiL
    Thank you so much for all the great fixes and updates :-)
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