Ok, it's mostly feature complete now - there's one thing I want to get into it before starting the final tests on all supported systems:
Automatic scene updates upon changes to the ORK project. Like, when you delete an item, the item collectors in the scenes also need to be updated to have the correct data index. Currently not happening, but I'll get it in there :)
Release in about a week or so!
Post edited by gamingislove on
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The last added feature allows updating scenes and prefabs upon saving the ORK project. Of course, it's optional and only happens when changing relevant data (like moving an item in the list).
Release: next week!
Post edited by gamingislove on
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Fixed some bugs and added some small new features (as requested :D).
One of them will allow you to use child objects of actors, waypoints and prefabs in the event system (wherever they can be used).
Another is the new GUI Layers - allowing you to organize the display of your GUI boxes however you need it. E.g. having an extra GUI layer for menus can ensure that they'll be displayed above other stuff (like area notifications).
Tests have been running good so far - working like a charm on all platforms :)
Post edited by gamingislove on
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I think I read somewhere that you were adding the ability to assign active abilities to hotkeys. Is that still in the works or dropped for now?
How difficult would it be to that via my own GUI coding?
Also, after the release, will you be providing any type of documentation for the API? I'm trying to figure out which class would hold the stat values for a combatant :) I haven't messed around to much in the code yet; so, it may be obvious and I haven't seen it yet.
Yeah, that's right - tomorrow will be the official release, finally :D
@Griffin I'll be on the WYSIWYG editor stuff some time after the official release, will be one of the next big things to come :)
@keyboardcowboy Like Kirb said, that's already in there using the Shortcuts slots. You can set up default shortcuts for each combatant. Shortcuts can be displayed in HUDs (and changed there as well) - and you can use shortcut slots using control maps.
The code documentation will take some time, I haven't really bothered with it that much during development ...
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!
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An equipped weapon or armor can override the combatant's sounds. Only the selected sound type will be overridden.
YYYEEEAAAHHH :)
Automatic scene updates upon changes to the ORK project.
Like, when you delete an item, the item collectors in the scenes also need to be updated to have the correct data index. Currently not happening, but I'll get it in there :)
Release in about a week or so!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
ORK Framework 2.0.0 is feature complete :)
The last added feature allows updating scenes and prefabs upon saving the ORK project. Of course, it's optional and only happens when changing relevant data (like moving an item in the list).
Release: next week!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
One of them will allow you to use child objects of actors, waypoints and prefabs in the event system (wherever they can be used).
Another is the new GUI Layers - allowing you to organize the display of your GUI boxes however you need it.
E.g. having an extra GUI layer for menus can ensure that they'll be displayed above other stuff (like area notifications).
Tests have been running good so far - working like a charm on all platforms :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
How difficult would it be to that via my own GUI coding?
Also, after the release, will you be providing any type of documentation for the API? I'm trying to figure out which class would hold the stat values for a combatant :) I haven't messed around to much in the code yet; so, it may be obvious and I haven't seen it yet.
blindmonkeygames.com/index.html
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Yeah, that's right - tomorrow will be the official release, finally :D
@Griffin
I'll be on the WYSIWYG editor stuff some time after the official release, will be one of the next big things to come :)
@keyboardcowboy
Like Kirb said, that's already in there using the Shortcuts slots. You can set up default shortcuts for each combatant. Shortcuts can be displayed in HUDs (and changed there as well) - and you can use shortcut slots using control maps.
The code documentation will take some time, I haven't really bothered with it that much during development ...
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames