• edited March 2015
    This is actually pretty darn integral to some HUD stuff:

    I need an option in HUDs/Bar Override for there to be, well, no bar filling at all!

    I want an image to be displayed at a 100%, 90%, 80%, 70% etc without the image scaling at all. (The reason for this being that I have 10 separate hand-animated images of a RADIAL bar filling up from 0% to 100%) But if I try to implement this, the images still try to act like a bar instead of a static image that changes.

    Here's an example of what I'm trying to accomplish, but they're squashed because it still thinks it's filling up from the sides/top/bottom.
    http://i.imgur.com/tUglUKD.png

    Maybe 'No Bar Fill' or 'No Scale/Fixed Size' added to the scale options would allow me to do this?

    Having it will allow people to add their own animations and bars in HUD Bars without much trouble.
    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 March 2015
    @Kirb
    That's a classic use case for the Use Icons option in the value bar's settings :)
    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!
  • edited March 2015
    I thought of that as well, but I need to display only a single icon at a time, in the same exact spot. Unless there's a way to do that, that I'm not seeing?

    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
  • Hm, will look into it - I thought I implemented an option for that long ago, but I could be wrong :)
    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!
  • edited March 2015
    http://i.imgur.com/qZUrLNi.jpg

    Here's an example of what I'd need exactly, in case this isn't already supported and I'm just not seeing it! :P
    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
  • Ok - I knew I added it already, it wasn't in ORK though, but an upcoming new product :D
    Will add it 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!
  • Ooh, intriguing. Thanks! :D
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Hi Mr. Awesome Guy! ;D

    I was wondering if its possible already with current version to have animation play or call an event after submitting a crafting request. For example during crafting menu, I chose what to craft and after I click on "create" to create the item, it should hide the menu screen and play a crafting animation. Then once the animation is done playing then it goes back to the menu screen. Is this currently possible with current version and if not may I request for this feature please?

  • I'm just getting started (great thing you made and money spent well for sure!), working my way through the tutorial. One thing that'd help me (and other newbies as well) would be the option of alphabetically sorting everything in the framework editor / lists. Going back between the tutorial and the editor screen and then scrolling / searching for entries in lists which are seemingly in random order gets pretty annoying. I'm sure there is a system to this madness, probably the most used things come first, or they are grouped by use case, so I'm not advocating to hard-change your sorting orders but having an option for alphabetical sorting would be a real time (and nerve) saver for me.

    Or maybe a shortcut bar to separate the tab "headers" from their content, for example Status - Status Values having a fixed tab bar on top with "Content Information" "Base Settings" etc, and when I click on it it scrolls down to the appropriate entry.

    Oh and while I'm at it, multi selection of for example Combatants in order to change the same value for all selected ones would be a nice time saver as well.
  • Hi GIL,

    I would like to suggest the ability for distance to be displayed on HUDs or generally anywhere. I guess the only problem with that right now like you said is that you cant chose the targets.
    And if it is not possible to do now, the ability to (like the "Individual Combatant HUDs") be able to place HUDs on any prefab child. For example: The interaction HUD to be show near an actual item.
  • Hi! Any reply on this previous post please? If its possible in making this happen with current version?

    "I was wondering if its possible already with current version to have animation play or call an event after submitting a crafting request. For example during crafting menu, I chose what to craft and after I click on "create" to create the item, it should hide the menu screen and play a crafting animation. Then once the animation is done playing then it goes back to the menu screen. Is this currently possible with current version and if not may I request for this feature please?"
  • @CelesEve
    No, currently not possible - maybe coming sometime.
    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!
  • edited April 2015
    Here's a pretty big request from the composer on Dead Gear:

    In any section where you select an SFX to play: can we select an array of selected SFX, and have ORK randomly choose one to play? This is actually super important for variance of sound and we're not able to do it outside of the event editor. e.g Varied typing sfx for typed dialogue, randomly choosing variant SFX for HUDs, etc. We'd need it available in any SFX picker in the ORK framework.

    Another, less important request is for a second music track (Ambience) to play. You can place sound sources in a scene, but it won't stream between loading scenes like the music track does. We can hack around this using scripts, but we can't hack around the first issue.
    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
  • Hey GIL, can you add a start type that checks if a uGUI button has been clicked? This would help greatly as a means for controlling events in a project I have in mind.
  • Since we don't have access to the editor in ORK, I'll place this request :)

    How about a random group generator in the editor (or even at runtime)? Instead of creating groups: rat, rat x2, rat x3, rat x4, etc, I could fill in a quantity and a combatant list then hit the generate group button.

    I find myself banging my head on my desk as I create groups thinking it would be so much easier to do so procedurally!

    Hmm, I guess I could just write my own spawner as well.
Sign In or Register to comment.