@eblumrich Hey, I've seen your updates on Reddit and saw you ask this on the Adventure Creator forum also. The cat game looks great!
As far as environment design and characters, ORK would not affect your world as it stands it right now and would i…
I am actually working on an adventure game right now in Adventure Creator but also integrating Ootii's stuff into that too! (Despite prolonging my development, I switch back and forth frequently so I don't get terribly burned out on any one project.…
@Keldryn Yes, I was trying to have ORK handle the turn-based animations.
Thanks a lot for all the info! I'll look into your method of using MC to also handle the animations in turns.
@Keldryn Hey thanks! No hurry. I actually have been diverted to working on some Quest Machine/Love-Hate/Dialogue System stuff so my controller work has been on hold for the moment.
I normally test assets out by using them in a fresh ORK tutorial p…
Yes, my combatant is using auto animations and animated by battle events. I've blocked control and set the custom control as well.
I'll post screencaps of my setup when I get home.
I noticed a similar lag in my game during combat when it first loads a complex magic particle effect. The first encounter that the particle effect is used in has a noticeable lag which is actually disk access time (as I can hear the HD spin up.) Sub…
For anyone needing custom masks for Prefab Views, this simple shader works as an alpha mask when applied to a material then dropped into the Prefab View settings.
Shader "MaskedTexture"
{
Properties
{
_Mask ("Culling Mask", 2D) = "white…
Ok, I see after closer examination of the actual ORK canvas object that is created at runtime that I am approaching this wrong.
I was assuming the prefab view works like a standard canvas Image object with the Mask script attached like below.
…
I'm back messing with prefab portrait masks and have had a great deal of trouble with this.
Only through a lot of trial and error did I get a material/shader combo to seem to actually mask the prefab camera and it was by using accidentally trying …
There are some caveats in the workflow when setting up your world of course. In fact I am building out most of my stuff in one big scene before doing the final slice thing. Once you slice it all into actual scene files things might become more diffi…
@paulgswanson So, I did some rudimentary testing tonight using Brown Pants.
I made a huge 15,000 x 15,000 terrain composed of 1000 units per terrain object with relatively high amounts of detail/variation in the "work" scene, added some basic shap…
When I get home this evening I will check my testing scene and post the setup here.
I know it took me some trial and error because the worldspace positioning seemed off and the player was popping up in the sky and falling down to the world.
That'…
I should have updated this thread with my initial findings.
In my early tests, ORK worked fine with World Streamer except for a Combatant Spawner issue where the spawners were not being killed when the player exited a streaming area. it would keep …
Keldryn said: When you're running in the Editor with the Game window not in a 16:9 aspect ratio, the background may not fill the width of the screen, but it will look fine in a build -- as long as the display uses a 16:9 ratio, of course.
Ahhh, ok …
The fading in this node doesn't actually affect alpha of the material when used in this way I think because I'm using it on a very simple diffuse shader with no actual alpha.
It's really just "fading" as in bringing the value from 1 to 0 of the _P…
Unless you really want to rely on a script, you can also alter Materials and their properties using Makinom schematics/nodes.
Game Object > Renderer > Change Material lets you change materials on objects and child objects.
I think you wanted…