• Hi Gil,

    Could you add Animator.CrossFade as an option in the MecanimAnimationStep node? Makinom's version of that node already does, but it would be handy to have in the ORK node as well.
  • Would it be possible to have a damage dealt variable in formulas so I could use different damage animations in the calculate step. E.g.. if damage <50% perform KO animation.
  • I want to add buttons that control the rotation of the camera. Because there is no button to control the camera rotation, I can't bind the camera rotation to the virtual joystick during the development of the mobile. At present, I can only bind the zoom to the virtual joystick.
  • Can u add tags to block damage zones so they can be activated on ability instead of always active.
  • Some possible requests

    1. Actions to control blendshape weights

    2. Some actions to use Cinemachine & timelines would be fab :D
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  • Hi GIL,

    Would it be possible to add a selected data option for the status value node in the formulas? Currently it can only use one combatant or the whole group.
  • edited June 2018
    Can't remember if I've mentioned this one before; but having an optional 'Cutscene Skip' button in an event that automatically stops the current event/step.

    The way I see it working would be like an alternate 'Start' step that is automatically used as soon as the Player decides to push the skip button.


    Example:

    Let's say this is a chain of steps in a cutscene:

    - Player enters a cutscene.
    - Player speaks with NPC
    - Player does some animations
    - Player speaks some more with NPC
    - Player does some animations.
    - Player begins a boss fight.


    ====================

    The Player presses the skip button here:

    - Player enters a cutscene.
    - Player speaks with NPC
    - Player does some animations
    - Player speaks some more with NPC <----------
    - Player does some animations.
    - Player begins a boss fight.

    ====================

    Skip Button Start Steps:

    - Close all Dialogue
    - Fade Screen Out
    - Move Player/NPCs/etc to appropriate places on screen.
    - Whatever other setup needs to be done.
    - Fade Screen In
    - Player begins a boss fight.



    I can't think of an elegant way to handle a skip button in ORK other than an alternate (skip event) start step in an event.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • UserName's suggestion about the selected value for Status nodes would be huge! That would conceivably allow for bringing all of our variable values directly into formulas. Taking it one step further, would it be possible to select the origin of variables checked as conditional requirements by our abilities, events, etc., in the framework? For example, let an event reference an ability's variables to see whether it auto-triggers or closes, or what events it should call upon for either step, or do the same type of thing within an ability itself to see which events it can/should call, and which steps should trigger.
  • edited June 2018
    Thought that occurred to me earlier for both ORK and Makinom Object IDs; having a tool that can track Object IDs and give you a list on any Matching Object IDs would be swell.

    My thought is that having potentially thousands of object IDs, some of them are bound to accidentally match from accidental duplication or something; making it a gigantic task to go through all of your objects and try to figure out what triggered it.

    Maybe there's an easier solution, like having an 'Always make unique' Object ID option on the component for Makinom/ORK?
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • Hey GiL
    I would like to request a separate window for ORK Events, assuming that's possible. Sometimes I need to refer to things in Events to enter things in the editor or vice versa, but I can't switch between them easily because it forces me to save if I switch to the Events and that is a bit annoying.
    Thanks!
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  • A tiny suggestion, In "Status Effects" it might be good to change the "Status Conditions" field to something like "Status Changes" or "Status Changes & Conditions". I thought that it was section that would enforce status value requirements on Status Effect, so It took me some time scrolling up and down to figure out this was the section that would allow me to make status changes with status effects.
  • An interesting problem:

    Let's say we have two tracks:

    Temple-Inside
    Temple-Outside

    They're both identical length tracks, and one simply have some variation between them.
    The question is, how to make them flow into each other seamlessly?


    Having an option for a Music Player to start/fade into on the exact time that the previous song was on, if that makes sense, would be handy for situations like this.

    Tactics RPG Grid Battle System for ORK
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  • edited July 2018
    It'd be cool to have a new Dialogue Type for Show Dialogue: Manual Close.

    Basically, I just need the dialogue box to stay there until I manually close all Dialogues. (For instances where I want to say, have dialogue at the top of the screen on one GUI Box, and another GUI box with a choice on the bottom.

    The best workaround I can manage right now is Auto-Close with a wait time of 9999+ seconds and blocking the accept button, but it'd be nice to have as a feature.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • @Kirb
    You can use a Message type dialogue and disable the Wait option for such a setup :)
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  • I think I had tried that, but since there's no Block Accept Button for a regular Message type dialogue, if I spam Accept as/after the dialogue came up, there was a chance it would close as the next step's choice dialogue was coming up, especially if I wanted a brief .5 wait between the first dialogue and the second dialogue.
    Tactics RPG Grid Battle System for ORK
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