• edited January 2014
    Hi! Congrats on the official release GiL! I've been trying out the demo to get the hang for it before purchasing. Loving it so far! ^w^
    I do have some request in mind currently and correct me if i'm wrong or if It has been mentioned on the forums already.

    - Double tap input for a different input control (ie. double tap and hold left or right to run. Instead of walking)
    - Double Jump Option
    - Camera Collision so it doesn't go thru walls.
    - Camera Follows that allows zoom and rotate Camera Mouse and Follow fusion
    Post edited by shadowcap on
  • @Shadow
    There's a camera collision script in the forums.
    As for the other things ork's controller is meant to be basic and I think Gil is gonna expand on it but not till later down the road as it's not a main concern.
  • @shadowcap
    The built in controls are pretty basic and only for demonstration - you can use any custom control scripts you want :)
    You only need to tell ORK the name of the script (in Base/Control > Game Controls) to allow enabling/disabling them when needed.
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  • cool ^^ Ah I got it. thanks for that! say the camera look at or other event steps just disables my component scripts until the step ends right? It's using the same camera?
  • edited January 2014
    Generally! It differs on what you're doing. Since I'm doing side-scrolling 2D, I generally just use the Change Position nod on my camera object for moving and zooming in in events.

    But yeah, as long as you declare the name of your custom components, the nodes will be directed to them.

    Edit: My bad, GiL is right; forgot to mention that you'd have to disable it.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • @shadowcap
    No, the camera steps don't automatically disable the camera - you'll either have to disable the camera control for the entire event (in the event settings), or use the Block Camera Control step to block/unblock the control.
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  • edited January 2014
    Another small request for the future:

    Separate Damage notification settings for Critical hits on status values. That way we can have different font sizes, colors and move events for when a critical strike is done.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • edited January 2014
    Good idea, I'll put it on my list for the next update :)
    Post edited by gamingislove on
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
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  • edited January 2014
    Would it be possible to get an option to add/remove and enable/disable components when you call/close a menu?

    Example: Called menu > component B disabled > component A enabled
    Closed Menu > Components A disabled > Component B enabled

    Vice versa for adding/removing
    Post edited by Loopdaloop on
  • edited January 2014
    Here's an interesting request, since I can't really figure out a decent way to do it via events on the menus:

    The ability to equip, and quick-switch between different equipped sets of weapons.
    For example, let's say I want to have two sets of weapons, called Set A and Set B.

    On the equipment screen, I equip a Sword and Shield on Set A. Then I go to the next tab 'Set B,' and equip a Dagger on Set B.

    Then, while in gameplay, I can push X button to switch back and forth between Set A and Set B.

    I'll add it to my list on the first page.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Another small request:

    For the Forget Ability node; have an option for 'Forget All of Ability TYPE.' Saves a lot of room in the events because you don't have to forget 50+ abilities, and you can organize your abilities accordingly.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • It would be nice, if we can filter combatant equipable items/armors not by exact item, but also by item type, i.e. if I add new item to the swords group, I will not need to go and check in under every combatant class
  • edited January 2014
    Another, another small request! (Sorry D: )

    For the Item Collection Dialogue settings:
    Add a 'Block Accept Button' and 'Auto-close in X seconds' option.


    Currently the item collector collects automatically (which is perfect!) if you don't set a Collection dialogue.
    However! I'd like to have both, having a dialogue box/HUD show up while still having full control.

    image

    The idea is whenever I pick up an item, the little fake HUD shows up in the lower right corner and shows the name of the item you just picked up for a second, then fades away. The issue right now is that the player is frozen and needs to click the accept button to get rid of it. (Ideally, I'd also love to see functionality that allows me to display the name of the enemy combatant the player has LAST attacked, using the same style HUD/GUI Box.)

    I'll add this one to the list in the OP.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • I still would really really love an options menu in the main menu and menu screens with the ability to change sound levels, difficulty levels, graphics quality levels, and ORK game variables. Would be very easy to code, especially since Unity has built in GUI support for sliders. Just a menu page with simple sliders that set a few variables. A Music Volume slider could set a variable that Music Players would check and adjust the audio.volume setting for the attached audio source, SFX could work similarly by events doing the same thing but checking the sound volume slider's settings.

    Graphics quality could be easily scripted, for example:

    var names : String[];
    names = QualitySettings.names;
    hSliderValue = GUI.HorizontalSlider (Rect (25, 25, 100, 20), QualitySettings.GetQualityLevel(), 0.0, names.length);
    if (GUI.Button (Rect(50,50,50,20), "Apply") QualitySettings.SetQualityLevel (hSliderValue, true);

    The above script would allow a user to adjust the quality level based on the quality levels included with the game. You could even have a label below the slider that uses names[hSliderValue] to identify the name of the current graphics level. Also if you didn't want an Apply button, that line could be changed to just QualitySettings.SetQualityLevel (hSliderValue, true);

    And of course, difficulty level and ORK variables are your thing, but setting a variable should be simple enough.
  • Can you make the spawn ID textbox in the SceneChanger component be a dropdown list of all the valid spawnpoints in the scene by name instead of an ID number? That would be easier to know what spawnpoint I'm really sending my player to. Actually, if you could make a scene dropdown list first, to let you pick a scene to transition to instead of having to type it out and worry about misspelling it. That would be wonderful, and then, based on that selection, only show spawnpoints valid for that scene. That way you don't have to click into the other scene, write down the spawnpoint ID from there, and then click back into the scene I just came from just to type in that ID. This is a clunky workflow altogether.
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