No conditional icons available - since you already use conditional prefabs and portraits, you can just use a portrait instead of the icons and use that in your HUDs.
For buttons, they can also use HUD content to show additional stuff like a portrai…
The 2D tutorials forward the movement speed as a float parameter for the animator controller. Make sure that's set up accordingly.
If that is set up as in the tutorials, also check your combatant's prefab setup. The Update Mode here determines when…
Sorry, nothing like that is planned.
You can either implement that yourself (via code or maybe via formulas), or contact me via email (contact@orkframework.com) for a commission of such a feature.
Not really complicated, but a lot of things that might need to be changed. Basically everywhere quantity is used it needs to be changed to that, and you also need to add support for long data type in the data saving.
Another bottleneck could be the …
Make sure your attack abilities are set up correctly. It should use the Enemy None target selection type, or a custom template/setup with Enemy target type and None target range.
Just noticed that you're using a Sliced sprite for the value bar. AFAIK this doesn't work with Change Fill Amount to change how much of the sprite is displayed based on the filling of the bar.
Try changing the Image Type in the 2 sprites to Simple …
Well, seems like Unity will live a bit longer - multi-engine support is still on, though :)
I've hit a few roadblocks, or rather things that make the entire process overly complicated, but that was to be expected. This'll take some time to get righ…
No, it needs to be added as custom controls.
The player/camera controls don't have such an extensible system as many other parts of the framework. This is to allow the Change Player Control and Change Camera Control node to switch between already s…
Depends on the Start Tagged Machine node's setup - e.g. using the Wait option naturally waits for the tagged machine to finish before continuing with the next node.
It also depends on whatever the tagged machine itself does in it's schematic.
Gener…
Acissathar said: But I don't think other engines have like 4 different UI systems hanging around either so maybe that helps haha
Hopefully :D
@GuSt
I've read about that, but not sure if I want to give my complete codebase to an AI.
Also, make sure the HUD components are set up correctly, e.g. having a content provider component selected that gives them the actual content to display.
Yeah, ORK 2 doesn't have the input ID system, sou you'd need to change the input key's setup as shown above.
For Makinom, you can use input ID system to set up the different inputs and switch between them (globally) via e.g.:
Maki.Control.InputID = …
That'll probably only be possible by changing the source code (this is mainly part of Makinom). You'd have to implement the screenshot taking, storing and getting as part of the save game handling.
You can also contact me (contact@orkframework.com)…
@Acissathar
For the entire 1mil - if just accessing a single (regular) Unity game object would cost 5ms it'd be pretty bad for performance :D
UI is already modular, so at least I only have to write UI per engine and don't have to peel it out of th…
Short report after the first day of working on this: Seems to work out pretty well.
The overall concept I had in mind is working, but there's still a lot to figure out, and a looooot to change in code, so this'll definitely take the next few months.…