Good, I'm working on ork 3 and I realized that in my skills I can't copy or add a new block, besides I can't move the skills up and down as in 2, any solution?
I see that the maximum is 30 skills,is that so? and if not,how can i add more?
I would also like to ask you how to make a team selection menu linked to the unity canvas.
Thank you very much.
Also, in ORK 3, you can now drag-sort the entries in the list. Buttons to move up/down are still avaialble in the Search, Filter & Sort foldout above the list, but the limited version is, well, limited :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
And if I can ask something else, I'm making some 2d animations in ork 3, I already used ork 2 for the 2d game I created, but when I pass all the parameters only idle works. I already tried to put the animations in mecanim and in legacy, I copied as I had it in ork 2, even I guided myself with the options of the tutorial 3d of the ork, but still I have not had result but the functionality of the idle.
Thanks for everything and best regards.
Generally, make sure your combatant uses the correct animation system for the animations you've set up.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
https://ibb.co/tZkg3Rs
https://ibb.co/4pc51Xs
https://ibb.co/L5wbsRV
https://ibb.co/BLtSLPP
https://ibb.co/1LYpt99
https://ibb.co/jbfsM5N
Also, since you're playing them directly (via cross fade), you don't need transitions to them. However, make sure that the transition from Any State to idle (or whatever other transition you have from it) has an exit time to exit at the end of an animation. Otherwise, the animation will immediately stop playing due to the transition.
How are you handling movement animations?
There are generally 2 ways to handle that via ORK - either using auto move animations of the combatant, or by passing on the movement speed as a parameter and play idle/move based on that.
I'd recommend to check out the 2D grid RPG tutorials for an example animation setup using movement speed and rotation parameters for movement and directional animations.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
We would like to know how to change the global font of the whole project? It is very different compared to Ork2 this part.
Thank you very much and best regards
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
A couple more questions
How do I set a basic attack on a character without being linked to an equipment(?) that some have a basic and others another.
And the last thing if you can tell me how to link Ork fighters to a Unity script I would have to do. To make an equipment selection menu depending on the level of the character.
Translated with www.DeepL.com/Translator (free version)
Each combatant can override this in their own Attacks & Abilities > Override Settings > Base Attack.
Check out the documentation on combatant scripting. You can e.g. get the combatant of a game object like this:
Combatant combatant = ORKComponentHelper.GetCombatant(gameObject);
You can also access the active player group at all times using ORK.Game.ActiveGroup - it has different functions and properties available to access it's members, e.g. this to get the leader (player):
ORK.Game.ActiveGroup.Leader
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
We have more problems that I am going to tell you about.
-The first is how to make the mouse whenever you pass it over any hud show the info, we have the info text already created we need the function of the mouse itself so that when you pass it over a skill it captures it and shows the info.
-The second is how we could do to put a "Back" button for a mobile version of the game that is always in effect in the game at all times.
Translated with www.DeepL.com/Translator (free version)
E.g. see this tutorial example.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I leave you with one more question that is driving us crazy.
We are having problems with Enemy Spots, they appear in the correct X position, but the Y is always: 2,XX....
With the player battle group we don't have any problem and they appear on the spot object itself, but enemies have something like an unbreakable line.
https://imgur.com/a/iQrfS82
I leave you a picture so you can see the progress of the game and the problem.
EDIT - 10/01
I have noticed that it is the PNG files that do not display well in the scene and in the battle spots while the PSB files do not have any problem.
Since it's 2D, you should probably disable using Place On Ground in case you're using it.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
PS: How could we make that for the mobile version if you leave your finger pressed for 1 second it shows information about that skill or character ? Thank you very much.
And to make a Gacha system of characters do you have any resource?
Generally, that's just be a tooltip displaying for the selected button - but keeping pressed and releasing will still 'accept click' the button. No, but should be pretty simple using loot tables - they can also 'drop' combatants.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!