• edited August 2015
    Been super busy for the last few months, but remembered this from my wishlist since I wish to localize Dead Gear to Japan and possibly Europe:

    A text parser for ORK that parses all authored dialogue and exports them to a spreadsheet that can be modified and then re-imported as a new language. This would be essential for any hopes of localization, and sending off transcripts for translation. (Or something similar to this! Basically, anything that would ease the current process of going into every event, copying the text, translating each node individually.)
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • GiL, i know you have many different tasks, but i think this will be easy to you, and very important to us:
    Now ability have cooldown after use, could you, please add cooldown BEFORE first use? In turn-based battles all our combatants starting with all skills ready to use, and this makes gameplay balancing hard. If we will be able to specify - this ability can be used not earlyer then from third turn - this will help greatly.

    Thank you in advance!
  • Was wondering if you can add a effect range to damage dealers with a fall off so you can do splash damage. good for explosions and such.


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  • @gamingislove

    Improvements to the move AI:

    # Make it possible to adjust the hunt move AI in similar ways as we can adjust the battle/event AI. So that it becomes a node based. This would allow us to do modifications to how the enemies should behave even when it comes to the move AI. Ie I could have a enemy to surround the player by making sure it's position is at the side/back of the player, I could have them run to an object after making check status value and there call for help.

    Another possibility could be to allow battle/game events to be allowed within the hunt AI. Maybe it's possible to do these things already and I am missing it? But I only saw things you could add in the idle settings, but that doesn't help me when the enemy has detected me and is in hunt mode.

    Thanks for you great product!
  • To my wish list

    1) Add Movement settings for Name Box and Content Box apart from the GUI Box, so for example be able animate the Name box entrance from left and Content from right and meet them in the center of the screen.
  • Thanks for the animation curves for UI.

    Will there be animation curves for all animations?

    It would make timing when to spawn a spell mid animation easier and more efficient than using a wait node.
    Has anyone got around this?

    Thanks again.
  • edited September 2015
    An easy way to include an event that would call Game Center on mobile on the Main Menu Screen---my players are hammering on me to be able to do this and am going to try----but not sure where to start. It would be great if this were really easy. I know you'd need a third-party asset for Game Center or your own scripts and UI but it would be very helpful if this could work and work with any of the great assets in the Unity Asset Store. There are a lot--if it could work easily with even one of them---that would be awesome. I'm getting pounded to be able to do this. And I think it's important.
    Post edited by Catacomber on
  • Hello.

    It is the idea of the function that I want.

    I want to export battle AI.
    And I import as movement of the enemies of other ORK projects and want to use it!

    Because there are many similar games, I want to misappropriate it.
    An event and the battle event are usable if they copy it in Finder in other UnityProject.

    However, I must make the battle AI from a beginning because I am not usable with a copy.
    This is troublesome and causes a bug!
  • thrilled said: Improvements to the move AI:

    # Make it possible to adjust the hunt move AI in similar ways as we can adjust the battle/event AI. So that it becomes a node based. This would allow us to do modifications to how the enemies should behave even when it comes to the move AI. Ie I could have a enemy to surround the player by making sure it's position is at the side/back of the player, I could have them run to an object after making check status value and there call for help.

    i second this one it would make more sense to have the move ai as a node based system then as it is now and would make it easier to work with and debug issues
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  • edited October 2015
    It would be great if you could have an icon or portrait for the title of the game as you can for Play, Load, Save, etc. I have this icon for my title and other icons for Play, etc. but I have a slot for those other buttons in the Main Menu setting, not for the title of the game unless I'm missing something. My icon for the game title is this----

    photo NineDragonsLogo-5.png

    I don't see where there's a choice to add an icon or portrait for the title--so I had to make a gui texture for my title--it doesn't scale as well -- using Legacy UI --- as the buttons for Play etc. do across the various ios devices.

    And the Main Menu is one of the first things a player sees. Thanks. : )
    Post edited by Catacomber on
  • With the the possibility that this has been requested before ;)

    - A override Node Name option on ALL nodes

    /Thrilled
  • @thrilled
    Which nodes don't allow overriding the node name?
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  • Hey GIL,

    If animated icons aren't already in the framework, I think that would be pretty cool to add it in.

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  • I haven't had any chance to use ORK in this month, so forgive me if this has already been asked: are soundsets linked to instances already a possibility?
  • @gamingislove

    I noticed that Change Music Volume doesn't allow you to specify which Music Channel you'd like to lower the music on. Would it be possible to add this?
    Tactics RPG Grid Battle System for ORK
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