The next update to ORK Framework will be out this Friday (probably):
Abilities, Items: Target Settings The new Orientation Requirements allow optionally checking the orientation from user to target and target to user. You can use this to e.g. only allow using an ability on a target if the user is facing the back of the target.
Weapons, Armors: Equipment Abilities Equipment abilities can now optionally be learned while wearing the equipment. Either learn it automatically when the combatant gains experience points, by spending experience points on the ability or through using it a defined number of times.
Weapons, Armors, Console Settings There are new console texts when a weapon's or armor's durability increased or decreased. Weapons/armors can override the default console texts.
Weapons, Armors, Inventory Settings The new Durability Notifications can optionally display notifications (popup dialogues) when the durability increased, decreased or the equipment is worn out. Weapons/armors can override the default notifications.
Battle Settings, Classes, Combatants: Level Up You can now optionally start a game event when a combatant's base or class level increases.
Move AI: Hunting The new Stop Range settings handle stopping a hunting combatant when getting near the target. If your enemies keep bumping into the player, that's the setting for you :)
Event System: Status Steps The new Set In option in Change Status Value steps allows to change the status value either in percent or the defined value.
Add Combatant Components Like combatant spawners, Add Combatant components can now optionally block and override the move AI of the combatant.
Event System Most of the Time related float fields (e.g. in Wait For Input steps) ahve been replaced by advanced float fields. You can now use formulas, game variables and other sources as values. Your old settings will be automatically updated, making sure nothing changes in your events.
Status Development: Formulas When using the Formula development type, initializing a combatant to a higher level than the minimum level will use the formula the needed amount of times. The minimum level is still the defined initial value of the status development.
Weapons, Armors Equipment levels can now optionally override the prefab (item collector) and viewer prefab/material (equipment viewer) of the weapon/armor for each level.
Post edited by gamingislove on
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Some great additions! I'm especially glad that you're adding the abilities through equipment, I was preparing to implement that one myself in a hacky fashion. :D
@artainx Looked into it, but haven't solved it yet - or let's say, I couldn't reproduce it yet.
@Kirb This also fits neatly into the Level Points Display in menu screens. Instead of the level points for reaching a new ability level, it'll display the learn points until the ability was learned through the equipment.
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
This also fits neatly into the Level Points Display in menu screens. Instead of the level points for reaching a new ability level, it'll display the learn points until the ability was learned through the equipment.
Weapons, Armors Equipment levels can now optionally override the prefab (item collector) and viewer prefab/material (equipment viewer) of the weapon/armor for each level.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
GiL, considering i pointed out player switching 4 days ago and you made all this improvements... I don't know what to say... And the HUD option... Thanks a lot. ^_^
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Did you have a chance to look into 'resetting' or restarting Spawner components when objects are disabled or enabled?
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Looked into it, but haven't solved it yet - or let's say, I couldn't reproduce it yet.
@Kirb
This also fits neatly into the Level Points Display in menu screens. Instead of the level points for reaching a new ability level, it'll display the learn points until the ability was learned through the equipment.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Equipment levels can now optionally override the prefab (item collector) and viewer prefab/material (equipment viewer) of the weapon/armor for each level.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Also, check out the new plugin for Save Game Compression.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thank you very much!!!
■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
Will you also look into updating the ORK-Makinom Plugin for added functionality?
And the new plug-in: amazing!
My old entry for Indie Game Making Contest 2015
Sure, what functionality would you need?
Best post it in the plugin's thread.
@Kaemalux
You're welcome :)
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I make RFI! https://twitter.com/NootboxGames