ORK 3.19 EFFECTIVE VISUALS is here!

This huge update focuses on new UI features and brings 151 new features, changes and fixes.
E.g. advanced prices and cost displays, new shop features (e.g. shopping carts), new ability/equipment level upgrade features, new equip ability features, new status effect features, ability availability settings, multi-combatant grid cell occupation, grid move waypoint system, sorting inputs and input filters for UI boxes, new menu screen parts and many other things.
See all details and some feature highlights in the release notes.


Makinom 2.17 is here!

This update adds another 37 new features, changes and fixes.
E.g. new UI input filters, TextMesh Pro in-text tooltips, dropdown inputs and options, new conditions, new schematic nodes other more.
See the release notes for details.
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!
  • Awesome stuff as always, truly appreciate the hard work you put into the framework.
  • Fantastic!
    Cant wake to take a look!
    Youre the MVP as always!
    Much Love.
  • Looks like a great update with lots to sink my teeth into.
    Nice work.
  • Wow holy moly that's a lot of features, exciting.

    You rock GIL thanks!
  • @gamingislove After you select the question before starting the technology tree, you cannot proceed to the next step. Please check
  • NullReferenceException: Object reference not set to an instance of an object
    GamingIsLove.ORKFramework.ResearchItemQuestionControl.BoxClosed (GamingIsLove.Makinom.UI.IUIBox origin) (at <271fe6494b3d4d58809c295b2ccb9fcc>:0)
    GamingIsLove.Makinom.Components.UIBoxComponent.DoClosed () (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
    GamingIsLove.Makinom.Components.UIBoxComponent.Closed () (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
    GamingIsLove.Makinom.UI.UIStateChange.Use (GamingIsLove.Makinom.BaseWaitForAnim waitForAnim, GamingIsLove.Makinom.Notify callback, System.Boolean wait) (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
    GamingIsLove.Makinom.Components.UIBoxComponent.DoClose () (at <29d10e5f7dcd4882aa53a4dd43b83c30>:0)
    GamingIsLove.Makinom.Schematics.Schematic.EndSetup () (at :0)
    GamingIsLove.Makinom.Schematics.Schematic.EndSchematic () (at :0)
    GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at :0)
    GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at :0)
    GamingIsLove.Makinom.Schematics.Schematic.Tick () (at :0)
    GamingIsLove.Makinom.MachineHandler+MachineUpdate.Tick () (at :0)
    GamingIsLove.Makinom.Maki.FireTick () (at :0)
    GamingIsLove.Makinom.MakinomHandler.Update () (at :0)
  • Awesome update! I hope anyone who is developing grid-based games, will enjoy the grid move waypoint system. This was one of the many features that I commissioned and designed with GiL.
  • The Advance price and Shopping cart looks super useful. This is a very nice release. Well done, GIL!
  • @churan
    Can confirm this, will be fixed in the next update.
    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!
  • I just updated and got some code errors on a couple fo lines of code:
    List<AbilityShortcut> abilities = combatant.Abilities.GetAbilities(UseableIn.Field, IncludeCheckType.Yes, false);
    Error
    Assets\_Main\scripts\game managers\XPCalculator.cs(110,67): error CS7036: There is no argument given that corresponds to the required formal parameter 'ignoreAvailability' of 'CombatantAbilities.GetAbilities(UseableIn, IncludeCheckType, bool, bool)'

    and
    combatant.Abilities.Get(ORK.Abilities.Get(ORKGUIDs.GetAbilityGUID(ability)));
    Error
    Assets\_Main\scripts\behavior designer\ORK\UseORKAbility.cs(34,75): error CS1503: Argument 1: cannot convert from 'GamingIsLove.ORKFramework.Ability' to 'string'
  • edited November 2024
    There are usually some code changes when new features are added - e.g. for abilities it's the availability feature, so you'll just have to add another bool value to the function call (e.g. true to ignore availability).

    Same for the 2nd error - getting ability via the ability's settings also checks for the availability, so add a bool value to the call.
    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!
  • Thank you Nicholas :)
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