• edited October 2014
    not in the case were u have a items image in the box in the inventory screen since this is not set as a portrait its hard to see where the actual image is when trying to move the image around and never really clearly stated what to look for for those images. thats why i figured if they were set as like an element with a dummy element for a hud so we can see an manage the positions better. but like i said if you just try each one till you figure it out its easy enough an im just lazy :P
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Looking for more title options as of now from what i can see is padding and width but no way to position them or align the titles would help alot specially in the equipment screen.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • edited October 2014
    Hi, I'm new to Ork and working through the tutorials.

    It would be helpful if I could change the color of the text in the Ork Framework editor help window. Mine is small black text on a gray background, and significantly difficult to read.

    (I know I could copy the text to clipboard and read it in a word processor, but that process is too slow and breaks my work flow.)

    Like Ork a lot,

    Wood
    Post edited by Wood on
  • Heya GiL,

    It occurred to me that a cool event node to add would be auto-load (last auto-save). This way we can implement 'fail' conditions where you can just instantly try again without having to game-over first.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • @Kirb @Gil
    Heya GiL,

    It occurred to me that a cool event node to add would be auto-load (last auto-save). This way we can implement 'fail' conditions where you can just instantly try again without having to game-over first.

    I second this!
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • edited November 2014
    Ah, here's a pretty important request:

    For Equipment Checks, can we add the option of checking for ANY equipment part slot for a particular weapon/armor/item etc?

    Since I have 8 general generic slots, which can be fitted with any kind of equipment; I'm forced to make 8 different checks, one for each slot. It also forces me to use Status Effects to save on clutter and other workarounds.

    So for example, let's say if in my game I equipped a Ruby Ring on one of my four Accessory slots.

    If I ran an Equipment Check, I would be able to set the Part to ANY and just check to see if Ruby Ring is equipped ANYWHERE on the character in question.
    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
  • hi, can you add experience bonus.. to status bonus settings? i notice it wasnt there when i make 3x exp. gain ability
  • In Join Battle -> Level Settings -> Set Level in battle events, a nice feature would be an option to match the average level of the enemy group instead of the player group. =) Hopefully that's a pretty simple feature request, but I never really know.
    twitter.com/JellyPaladin
  • edited December 2014
    Here's a super useful feature that I can't believe I've never asked for before.

    For Auto-close dialogues that also use Text Typing, it would be useful to have a WAIT option for it to close X seconds only after the dialogue has completed writing, and fully visible.

    Right now, I have to mostly guess how long it will take for a dialogue to complete typing, and how much time I should give the player to read before closing it. It's very time-consuming and trial-and-error. What would be ideal is an option that allows me to set the amount of seconds after the dialogue has been fully written before closing it.
    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
  • edited December 2014
    The auto-use abilities like others said that already had in ork1..
    Very useful for old school rpg developers :D

    & i notice the bonus setting is lacking with some cool rpg features

    just a idea :

    Mp usage modifier ( e.g half MP cost skill )
    Break damage limit ( base attack exceeds 9999) i dont know if base damage has a cap
    Break mp limit ( base MP exceed 999)


    Post edited by Alex1234 on
  • @Alex1234

    All of those should be attainable with ORK already, just requires some knowhow with Status Values and formulas. You probably won't find features like that prebuilt, and have to implement it yourself, since ORK's flexibility means that games can have extremely different damage mechanics.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • @Alex1234
    ORK 1 had no auto use abilities.
    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!
  • @Alex1234 : You can do breaking damage limits in your main damage formula as Kirb says - add a Check Status node after you calculate the damage and check for the user's equipment, status effect or whatever it is you want to allow the damage to exceed your cap (like the user having a special item equipped). If it succeeds, let the damage go through (uncapped). If it fails, add a Limit Value node and cap the damage to 9999. Just remember to not set a maximum for the damage at the beginning of the formula.

    ----------

    And a small request: would it be possible to get a Status Value to Variable event step for use in Battle and Game Events? Or is this already doable and I'm totally missing it? I tried using a Custom Statistic to Variable node and then pulling the value using a formula, but it's always returning 0 (perhaps because my Target Actor is failing the combatant check, even though other 'Target' references to it in the same event seem to function?)
    My little chunk of the internet: http://artemic.com
  • @Firrerreo
    Theoretically possible using formulas (i.e. storing a formula result, which can just be a status value), but a general status to variable step sounds like a good idea, I'll put it on the list :)
    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!
  • Is there a method already in the ORK framework that allows you to place items down somewhere in the 3d world. say you want to place a chair on the ground you click on it in your inventory and display it in the 3d world wherever their mouse is currently located.
    I was thinking of doing this so that prefabs could be placed into the world by a player.
Sign In or Register to comment.