@joeee19 Thanks, will be fixed in tomorrows update.
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I'm using custom camera and character controllers and camera blocking doesn't seem to work if the camera is a child of the player. I've tried every combination of placed on and blocked by there is.
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I have to double check, and will edit this when I do, but I believe I tried on child object on and off. I think it worked if I didnt have a custom player control setup and only used the camera. Again will double check everything when I get a chance.
edit: Still no go. Made sure On Child Object was checked. I can work around it for what I need, but i just wanted to report it in case someone needs a similar setup :-)
Can you send me a demo project? Without your actual control scripts I can't really say what's going on - lots of different controls out there :)
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May have found a bug using Found Objects in Battle Events.
I'm trying to run Call Functions (2DTK animations) on two child objects of the Found Object.
>Search for BigObject >Call Function on BigObject>Sprite>SmallObjectA >Call Function on BigObject>Sprite>SmallObjectB
The problem is that SmallObjectB is being ignored, and SmallObjectB's function is being called on SmallObjectA. Is this a bug or is there a specific way to go about this?
Edit: Hmm... even if I add an extra hierarchy to go through, like
>Call Function on BigObject>Sprite>ExtraLevel>SmallObjectB
SmallObjectA is still getting both function calls for some reason.
Edit2:
For now I'm going to do a workaround and search for the child objects directly; but doing
Search Objects + Call Function + Clear Found Objects
5 times in about 1 second seems like I'm doing something terrible, haha.
Yeah, that's a bug, seems like the found object list itself is updated when using a child object, shouldn't happen :) Will fix that in the next update, in the meantime you'll need to clear the found objects and search it again.
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Still need to put together the stuff for the camera error. But I ran into another issue. Calling game over on a mobile device (in my case, galaxy s4) is causing the app to force quit. Tried calling from a menu, from an event, and through a script using ORK.Game.GameOver(). All cause the same crash. Tried both with and without a scene defined in Game > Game Settings > Game Over Settings. Doesn't seem to happen if I am defeated only when using a "quit game" option. Still testing some things but could use some help if I'm missing something.
@lucifer Not happening on my Nexus 4, can you send me a small test project where this occurs?
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I was afraid this would happen. I was putting together a stripped down version and it worked. So I'm gonna test to see what fixed it. Thanks for confirming that it worked on your end.
edit: One of my scripts is causing it. So whenever the game scene is unloaded it breaks. Thanks again.
I may have run into a bug with the Use Other Status Values in Normal Status Value Settings.
It works like a charm, mostly! But there's a weird issue I noticed:
Let's say I have a Normal Status Value called MEMORY. It has its Max Value set to a separate SV, called MAX MEMORY.
Max Memory is 128, therefore Memory's Max is 128. Good so far!
But now I increase MAX MEMORY to 256. Looks good so far, MEMORY's max now appears to be 256 as well.
But wait! For some reason, MEMORY does not seem to want to go above 128... its old Max Value!
It's pretty important to my game mechanics, so I've been wrestling with this issue all day, but now I'm just wondering if it's a bug.
Edit: I think it has to be a bug; the status value displays the new Maximum value correctly, it just doesn't want to go beyond the original Max value.
==========================
Another issue I ran into:
In equipment menus; when swapping between equipment that have both SV Bonuses and requirements, the equipment box does not refresh correctly upon equipping an item, unless you go to a different slot first, and then return to the previous slot.
So even though you might be able to equip something, it remains grayed out until you manually refresh it by going to a different slot.
Edit: I'll need more details on your status settings, not happening here. The equipment thing will be fixed in the next update :)
Post edited by gamingislove on
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Sure thing, it's a little convoluted though! I'll just try to include what I assume to be relevant parts of the mechanic.
I have 4 SVs for this part of the mechanic:
MEMORY = Normal-type SV, uses other values for its Max and Min values.
MINIMUM MEMORY = Normal-type SV. Range is from 0 - 0.
MAXIMUM MEMORY = Normal-type SV. Ranges from 128-256. It is a combined value that gets its value from a Formula. Initial value is 128.
The Formula increases MAXIMUM MEMORY by 16 every for every point gained in a fourth SV: UPGRADE MEMORY. (and by 32 in the final, twelveth point)
UPGRADE MEMORY = Normal-type SV. Ranges from 0-12. The Player upgrades THIS SV in order to increase his MAXIMUM MEMORY.
Example:
-Player pays to upgrade UPGRADE MEMORY by 1 point.
-MAXIMUM MEMORY's formula forces MAXIMUM MEMORY to increase by 16, since UPGRADE MEMORY went up by 1 point.
-Since MEMORY uses MAXIMUM MEMORY as its maximum value, its max value goes up by 16 as well.
So good so far!
But the problem is; even though MEMORY's Maximum appears to be going up, and matching MAXIMUM MEMORY; MEMORY itself will not increase past 128, its original max value.
Experimented with it a little more, still the same issue: looking at _ORK, even when the MEMORY value should be at 200+, and MAXIMUM MEMORY is at 256, MEMORY remains topped off at 128.
Thanks, will be fixed in tomorrows update.
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1- Open ORK Menu
2 - Click on the "Console Types"
3 - Click on the "Console Settings" ← Here ------!!!!!!!!!!!!!!
4 - ORK Menu will be white page(in this state).all info/Buttons has deleted.
http://light.dotup.org/uploda/light.dotup.org60941.png.html
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight
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edit: Still no go. Made sure On Child Object was checked. I can work around it for what I need, but i just wanted to report it in case someone needs a similar setup :-)
Without your actual control scripts I can't really say what's going on - lots of different controls out there :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I'm trying to run Call Functions (2DTK animations) on two child objects of the Found Object.
>Search for BigObject
>Call Function on BigObject>Sprite>SmallObjectA
>Call Function on BigObject>Sprite>SmallObjectB
The problem is that SmallObjectB is being ignored, and SmallObjectB's function is being called on SmallObjectA. Is this a bug or is there a specific way to go about this?
Edit: Hmm... even if I add an extra hierarchy to go through, like
>Call Function on BigObject>Sprite>ExtraLevel>SmallObjectB
SmallObjectA is still getting both function calls for some reason.
Edit2:
For now I'm going to do a workaround and search for the child objects directly; but doing
Search Objects + Call Function + Clear Found Objects
5 times in about 1 second seems like I'm doing something terrible, haha.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Will fix that in the next update, in the meantime you'll need to clear the found objects and search it again.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
But I ran into another issue. Calling game over on a mobile device (in my case, galaxy s4) is causing the app to force quit. Tried calling from a menu, from an event, and through a script using ORK.Game.GameOver(). All cause the same crash. Tried both with and without a scene defined in Game > Game Settings > Game Over Settings. Doesn't seem to happen if I am defeated only when using a "quit game" option. Still testing some things but could use some help if I'm missing something.
edit: caused by me :-(
Not happening on my Nexus 4, can you send me a small test project where this occurs?
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edit: One of my scripts is causing it. So whenever the game scene is unloaded it breaks. Thanks again.
It works like a charm, mostly! But there's a weird issue I noticed:
Let's say I have a Normal Status Value called MEMORY.
It has its Max Value set to a separate SV, called MAX MEMORY.
Max Memory is 128, therefore Memory's Max is 128. Good so far!
But now I increase MAX MEMORY to 256.
Looks good so far, MEMORY's max now appears to be 256 as well.
But wait! For some reason, MEMORY does not seem to want to go above 128... its old Max Value!
It's pretty important to my game mechanics, so I've been wrestling with this issue all day, but now I'm just wondering if it's a bug.
Edit: I think it has to be a bug; the status value displays the new Maximum value correctly, it just doesn't want to go beyond the original Max value.
==========================
Another issue I ran into:
In equipment menus; when swapping between equipment that have both SV Bonuses and requirements, the equipment box does not refresh correctly upon equipping an item, unless you go to a different slot first, and then return to the previous slot.
So even though you might be able to equip something, it remains grayed out until you manually refresh it by going to a different slot.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Edit: I'll need more details on your status settings, not happening here.
The equipment thing will be fixed in the next update :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I have 4 SVs for this part of the mechanic:
MEMORY = Normal-type SV, uses other values for its Max and Min values.
MINIMUM MEMORY = Normal-type SV. Range is from 0 - 0.
MAXIMUM MEMORY = Normal-type SV. Ranges from 128-256. It is a combined value that gets its value from a Formula. Initial value is 128.
The Formula increases MAXIMUM MEMORY by 16 every for every point gained in a fourth SV:
UPGRADE MEMORY. (and by 32 in the final, twelveth point)
UPGRADE MEMORY = Normal-type SV. Ranges from 0-12. The Player upgrades THIS SV in order to increase his MAXIMUM MEMORY.
Example:
-Player pays to upgrade UPGRADE MEMORY by 1 point.
-MAXIMUM MEMORY's formula forces MAXIMUM MEMORY to increase by 16, since UPGRADE MEMORY went up by 1 point.
-Since MEMORY uses MAXIMUM MEMORY as its maximum value, its max value goes up by 16 as well.
So good so far!
But the problem is; even though MEMORY's Maximum appears to be going up, and matching MAXIMUM MEMORY; MEMORY itself will not increase past 128, its original max value.
Hope this helps!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
looking at _ORK, even when the MEMORY value should be at 200+, and MAXIMUM MEMORY is at 256, MEMORY remains topped off at 128.
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames