• It's still compatible with Unity 4.3 - I'll release beta14a later today with support for the new Mecanim play function. Support for the new 2D things will come in a later update!
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  • So what exactly is this new Mecanim play function and how will it make things easier for ORK2?
  • I would assume that it would be the new Mecanim functionality in 4.3. http://unity3d.com/unity/whats-new

    Not so much just easier for people using ORK2, but people using Mecanim to animate in general.

    Here's a question though; I haven't delved too deeply into the new 2D functions in 4.3, but is it possible to make animated portraits/icons in ORK2 using their native 2D tools now?
    Tactics RPG Grid Battle System for ORK
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  • @Griffin
    Well, like Kirb said - it makes using Mecanim easier. In ORk you'll only need to enable 'Use Play' in a mecanim animation setup, and ORK will call the new play function. So, no need to add parameters to play an animation :)

    @Kirb
    I don't know yet - I'll look into the new 2D stuff later (probably after beta15/16).
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  • edited November 2013
    @Kirb
    I was wondering the same thing regarding the new 2D stuff after I watched the video on Unity's page regarding their 2D demo. I was thinking of animated GUI stuff. And, trying to create a small animated loading screen in Unity Free (still haven't gone pro...$$$...one of these days)
    Post edited by keyboardcowboy on
  • i cant stop thinking About 2D stuff and ORK to make a 2D style RPG
  • After taking a quick look at the new 2D stuff: it shouldn't be that hard to at least support 2D colliders and triggers in the next update - at least to let you guys test if it's working :D
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  • "Drag and Drop" climbing volumes. This would be a prefab (or script) which implements climbing functionality through ORK (think ladders or ropes).
  • Splitting the project as Episodic DLC
  • edited November 2013
    Updated my original post above the OP for easier reference.

    - Being able to toggle which equipment slots you want to be available in an equipment menu; so if you wanted to have a separate armor/weapons/doodads menu, you could.

    - If possible with the 4.3 2D updates, having the ability to have animated icons/portraits/GUI would be pretty cool and has the potential to look amazing.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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    I make RFI! https://twitter.com/NootboxGames
  • Variable Manager

    We need a menu under Game which explicitly handles all Game Variables in one place. This would be a page where we could globally define variables with default values (name, type, value, maybe a description, etc). This would help clean up event scripts quite a bit while keeping everything in one place. This could also allow you to change the way variables are handled in events by generating an enumerated list of variables for easy selection while including an option to name the variable manually. This would eliminate any potential bugs resulting from typos within events.

    You could also include a matrix of the variables in order to monitor them during a live play session. This would be an enormous benefit for debugging complex events and quests over time.
  • Just seconding Kirb's request to be able to display non-icon textures and sprites in GUI windows, via both events and database settings.

    (A Variable Manager would be amazing, too!)
  • A (hopefully) minor request added to my OP:

    - Adding an option for description Menu Parts to display the ICON of the currently selected item. This way one can have two separate descriptors, one to describe the item, and another little window to show what the item looks like.

    I don't *think* this is possible with the current menu parts, being able to seperately display the icon of a currently selected item.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • edited November 2013
    Working with beta14a.

    Maybe I'm blind and missing it, but is there a way to add a status value to abilities like you can in weapons and armor? So far, I can only find it when the ability is passive.

    If there isn't, can you add that as a feature? It would be nice, if you have a skill you want to just do a specific amount of DMG every time or have a base attack value to add into the formula.


    Actually, looking at it again, it doesn't look like that is quite right either. Since it can only change certain values. I was looking for more of a number that can be associated with the skill itself. I realize, that ina way, it can be a game variable, but as I think it would be better organized if it was added to items and abilities.

    And with that said, I'll put my hat in with for a way to see game variables. Would help greatly, maybe even if it's a game object so we can put a certain set of numbers with certain circumstances.
    Post edited by Kale on
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