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  • Haha cool. I got it from and their music really does have a strong FF feel.
    in Olive Branches Comment by Natnie July 15
  • Instead of trying to export, open up the folder that the images are in, you should just be able to copy them out of there.
  • Here's some gifs I made for Twitter. I'm preparing a demo, it'll be finished very shortly after the next ORK update, which will fix a couple of bugs I'm waiting on. Then I'll start a crowdfund that will hopefully do better than the animation one I t…
  • Thanks, looking forward to the next release ^_^
  • I also tried steps that just remove the weapons without equipping the new ones, but that also doesn't work.
  • OK, but there's not much to show. Basically in a cutscene my characters have to swap their initially equipped weapons for ones they are receiving. These are the two nodes: The new weapons equip, but the old ones do not go into the inventory.
  • Thanks for that clarification. I have worked it out now, I think. The problem I was having with the 'keep equipment checkbox' is still an issue, though :(
  • Ok, ok. I've worked out the problem, I think. Attack Attributes. I'm not really sure how they work? So a 0 for the attribute makes them immune to that attribute? So does a high value make them weak or strong against it?
  • oooooookay. I did a new build of the game, and guess what, the magic is doing damage. In the build, but not in the Unity player. What the????? I'm going to test the Unity player again just in case. edit: yep, still 0. HELP!
  • Additionally, it seems like removing equipment with the "keep unequipped" checked doesn't appear to be keeping the equipment. Can you look at that for me too pls? I have an event that tries to keep the equipment repeatedly but I ended up having to a…
  • *deep sigh* OK, new issue. I've been setting up my magical abilities, and for some reason they are doing 0 damage to my enemies, while when the enemies use it on my characters, it does cause damage. In the formula calculation testing, the base magic…
  • Oh well, I can deal with that
  • So cool :D
  • So in theory, if I go through everything and change any font style back to Normal, it shouldn't have the delay, right? Pleased to report that I have stopped the issue from happening. Now, am I stuck not being able to bold & italicise portions o…
  • Hmm, I see! I may be able to rectify that problem, then. It's worth noting that in the test where I had no delay, Unity was still open in the background... so that might have been the reason.
  • Wait.... what.... Just loaded up a new game and the item menu came up instantly... What is going on??!! OK maybe I should send you my build, can you please let me know if the issue occurs for you? All I can think is that the hang only occurs once…
  • OK, so I just tested the regular game, and there is no obvious delay opening the item menu after loading up a saved file. So whatever is happening, it apparently only happens once ever per new game. Could there be some kind of XML generated to serv…
  • I've used the load time at launch as an opportunity to display the default controls, and play some cheesy elevator music.
  • OK I tested it with the version I sent you, and I did encounter a delay when doing a critical hit. It was about 4 seconds rather than the 39 in the full size game. What do you think it is? Seems like there is a connection between the delay and the a…