Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

ORK Okashi RPG Kit for Unity released

Discussion in 'Assets and Asset Store' started by gamingislove, Nov 7, 2010.

  1. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    You can use i to insert the character image---do you have a place there where you can put in the macros? If you look at where you can type in the macros, you'll see that i is for image-----

    doing this in overview------pic1----the py and other stuff is setting up the spacing and some values----the best place to read about that is in the ORK wiki---

    gives me this------pic 2 You don't need to use the bars, you can use text only which if you have a lot of characters (party members) would be best.

    if you can't read the macros, open the pic in some wordprocessor and hit the magnify button. : )
     

    Attached Files:

    Last edited: Dec 3, 2012
  2. Shadow_Fire

    Shadow_Fire

    Joined:
    Nov 18, 2012
    Posts:
    135
    Catacomber, it work! Haha it felt so great, seeing the construction worker guy going into idle, walking, running, and jumping animation. Felt like I just accomplish a huuge stepping stone. So its not my lack of Unity3d knowledge, just my character. I guess it's time to go into my animation program and tweak my character to make it work. Thanks so much!

    Edit: Do you know why when I move, the run animation override the walk animation? If I delete the run animation then the walk animation will play but when I put the run back in, then he run instead of walk when I move. I tried changing the layers, moving the run to the sprint section, but it still won't play the walk animation first.
     
    Last edited: Dec 4, 2012
  3. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I'm so happy for you! It's a great feeling to get your guy --any guy really---spawned and moving around. Don't change the layers. Change the speeds. Make sure you check the box to use the AI Mover in your Character settings and there under Field Animations----------------change the speeds for walk and run like so. You see I use the same animation for walk and run but change the speeds. You could also play around with that set speed box but I haven't done that. : ) Someday....working on finessing my camera. : )

    You can change them until they do what you want.

    Are you using Blender or some other 3d graphics program? Google setting up animations in unity blender or whatever you're using and see if you find something helpful. Generally store your animations in the root when importing. Select Bake animations and reduce keyframes. : )

    http://www.youtube.com/watch?v=p25SFf6Kf0g
     

    Attached Files:

    Last edited: Dec 4, 2012
  4. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    As far as using ORK on ios or any other mobile platform, I see that it probably is not going to be very hard to use ORK on mobile--just takes some tweaking. And if you have the free version of Unity but the license for mobile, you have to do extra work to make sure your game doesn't lag. But there are ways to do that. If you have Unity Pro, well you don't have that problem. I have the demo running on ios and was good except with movement. My Brown Pants kept going in a direction in his own mind!

    For that I needed an onscreen joystick (I think you can move using ORK via touch but I couldn't get it to work for whatever reason).

    You can get a joystick from the free Penelope tutorial but I like the Gripati 3rd person controller for mobile which incidentally works really well on PC. : ) But you need to tweak it all to get it to work in ORK and drewradley made fantastic code to make it work. He should get a lot of thank yous for that because it works perfectly with ORK. It allows the game pad or joystick you're using to find the player and spawn it and stops things from happening when an event is playing and returns you to normal movement when the event or anything else is over.

    Once you get movement going, you need to be able to open the menus and you can do that with some simple code and a button.

    Thanks to drewradley for that too--for asking the question and to GamingIsLove for answering. : ) How you close the menus I don't know yet but I'm sure there's a way. : ) The important thing is that this looks really good for working on mobile platforms. And those are important platforms---think of all the mini ipads flying off the shelves. : )

    Anyway, I can't thank him enough for his code and for his patience with my questions. He has his own work and his own commitments but was really great. I am really happy with what I have going so far--it means a lot to me from a creativity point of view. : ) But I needed ORK and drewradley's code. : )
     
    Last edited: Dec 4, 2012
  5. Shadow_Fire

    Shadow_Fire

    Joined:
    Nov 18, 2012
    Posts:
    135
    Thanks Catacomber! It's very excited seeing a project you work on so hard in action.
    I'm using blender. Thanks for the link and advice. I'm sure that will come in handy pretty soon. And I have it exactly as yours, the walk speed to 3 and the run speed to 8. I put the walk animation on the walk and run section but he won't run now. He's still just doing the same thing. He'll just walk. Do we have to input a key to tell him to run when we press it?

    And you forgot about one person who is also being helpful: you.
    I ask all these questions and from your point of view, its super basics yet you still waste a bit of your time to help me. I sure appreciate that. Hope someday I can be more experience like you guys and be able to help the newcomers too.
     
    Last edited: Dec 4, 2012
  6. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Thanks. : )

    You don't have to put a key for him to run as opposed to walk--if you have the movement keys set up---vertical and horizontal unless you're using jump or sprint, don't worry about the keys.

    I put the Constructor guy in my scene and tried to get him to walk and run and I don't think I got any better result than you did. But you did set his walk animation to walk and his run animation to run, right? : ) I'm not going to worry about his animations because I'm not using his animations--I'm using those for my figure.

    So my suggestion is---worry about your own animations now since you're not going to be using the Unity Constructor figure or his animations.

    Get your own animations working. : )

    I try to help where I can because I've needed help in the past and would have given thanks for any crumb of help I could get.

    And because ORK is a good engine for an rpg game. It's taken me some time to get the basics down but I like to share when I can.
     
    Last edited: Dec 5, 2012
  7. Shadow_Fire

    Shadow_Fire

    Joined:
    Nov 18, 2012
    Posts:
    135
    Yeah I have the walk to walk and run to run. And yep with ORK, and with a lot of patience, I can finally make my dream RPG come to life. Hope you continue sharing your awesome knowledge with us.
    Yeah, right now I'm postponing Unity3d because I just bought a 42 hours tutorial on Blender to completely model a character, create animations for him, and import him to Unity3d to use it as a game character. I'll be so busy!
     
  8. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    @Shadow_FIre
    The walk/run/sprint animation are depending on the 'walk speed' and 'run speed' settings in the field animations of your character.
    The walk animation will be played if the speed of your character is below the walk speed, run will be played between walk and sprint speed, sprint if the speed exceeds the sprint speed setting. If one of the animations isn't defined, it will simply be ignored :)
    Also, the ORK demo project contains a nice little script that will automatically split your animations (coming from blender) using a txt file where they are defined.

    @David5988
    As cat said, you can use %i to display the character's icon in the menu system (CHARACTER_INFO part).

    @catacomber
    Thanks for giving everyone advice, again :D


    ORK 2 news:
    Did some scene wizard stuff to make creating scenes with ORK content easier. For now you'll be able to create objects (e.g. spawn points, scene changers), add components (e.g. event interactions) and - if you select a camera and a game object in the scene - create a camera position!

    Currently I'm looking into creating different kind of events and utilizing the event system for different things, e.g. having special events for battle start/end to create cinematic battle intro/outro instead of the current simple camera/screen fading. This would allow a lot of new possibilities, e.g. automatically switching the player group (or members) before/after battle, or having the battle in a different scene and go back after the battle, etc.
     
  9. MikeyUchiha

    MikeyUchiha

    Joined:
    Jan 8, 2011
    Posts:
    109
    I was wondering, what's the status of the new UI system? Its been months since you mentioned it and I've been holding off on development of my game just for that.:D If you could give an ETA on that, I would be much appreciated. Or if you could recommend that I should not wait and just go through with making the UI. Will it be backwards compatible or will I have to start all over?
     
  10. David5988

    David5988

    Joined:
    Sep 9, 2011
    Posts:
    141
    What size do you recomend for the Character icon?
     
  11. cynel

    cynel

    Joined:
    Apr 18, 2012
    Posts:
    734
    scene wizard eh but what about a release Date its 2013 Right?
     
  12. MikeyUchiha

    MikeyUchiha

    Joined:
    Jan 8, 2011
    Posts:
    109
    Usually people recommend pictures to be in size of squares so 32x32 or 64x64 would be a good size. But honestly, it can be any size.
     
  13. Dorian13

    Dorian13

    Joined:
    Dec 6, 2012
    Posts:
    4
    Hi

    I'm new to creating games ... and my skills are still a bit basic. I can not understand too well the use of variables. If someone could give me a detailed explanation with examples, worthy of a beginner, I would be eternally grateful.

    I have Ork rpg kit , but I can not move forward without knowing how to use variables. I've read and seen all the tutorials, but I don't understand.

    Please... Help me!

    PD: My english not is wonderfull... sorry for the mistakes.
     
  14. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    In the start event there is a variable called "startEvent". It gets set to "ok". This is saved so the game knows that the start event has already run so the start event doesn't run again. It does this by checking to see if "startEvent" is not equal to "ok". If it is equal, it doesn't run. If it is not equal, it does run.
     
    Last edited: Dec 6, 2012
  15. Dorian13

    Dorian13

    Joined:
    Dec 6, 2012
    Posts:
    4
    AGhhh... I don't understad...
     
  16. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    What, specifically, don't you understand?
     
  17. Shadow_Fire

    Shadow_Fire

    Joined:
    Nov 18, 2012
    Posts:
    135
    Thanks for the explanation, combine with yours and catacomber's, it is much clearer now how the walk, run, and sprint animation works. And oh, that little script would be pretty useful after I'm done polishing my model and animations. Thanks.
     
  18. Jelly-Paladin

    Jelly-Paladin

    Joined:
    Aug 12, 2012
    Posts:
    58
    Are you only new to creating games or are you new to programming itself?
     
  19. Dorian13

    Dorian13

    Joined:
    Dec 6, 2012
    Posts:
    4
    yes, I am new in all... but my question is simple...

    I don't understand how run the "game variables" of ork rpg kit... More specifically I want know how I can doing this things

    -let a NPC (non-playable character) tell you something different every time you talk to him
    -let a battle only be started once in the whole game
    -Only can continue if you have one important object
    -do quests
    -remove items once they are collected in the field
    -create a hour-cycle or calendar system

    thanks!
     
  20. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    first one: In the "Event Interaction" on the NPC, there is a place that says "Variable Conditions" and there is an Event Step called "Set Variable". Add that step to your conversation event and pick any variable name you want and any value you want. Remember these! Then go to the "Variable Conditions" and click "add variable" which will open a couple of text boxes. In the first one, put the name you picked. In the second one put the value. Make sure the check box next to the remove button is UNCHECKED so that you have a != between the name and the value. Now that event won't happen again.
     
  21. Dorian13

    Dorian13

    Joined:
    Dec 6, 2012
    Posts:
    4


    ok thanks!!

    I understand, and if I use "check variable" can do that the NPC... ok yes, I understand.

    =)

    the question to doing a day-cycle... is little more dificult... true??
     
  22. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    ORK can handle the time for you. See here. But it won't handle the darkening of the light for you. You'll have to handle that yourself.
     
  23. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    I can't seem to change the Guiskin in the dialog position editor. I can drop a guiskin onto the properties (and press save), and then run it, it uses the default guiskin. When I stop, and reload the settings, the property is set back to "None". Indeed, just saving and reloading the property resets it, I don't even have to play. I can see the setting is saved correctly in the XML file, it looks like something is wrong in the loading of the properties. Has anyone seen this before? I'm using Unity 4, and I'm on OSX 10.8.2.
     
  24. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Is your skin in the correct folder? It needs to be in the EXACT same folder as the base skin.
     
  25. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,171
    You are correct, it wasn't in the assets/resources/hud folder.
     
  26. Sija

    Sija

    Joined:
    Sep 22, 2012
    Posts:
    20
    I'm still having problem with menu system;/ What I'm doing wrong?
    Step by step:
    1.I am adding MenuStarter prefab to scene (should I add it once to first scene? or to every scene?)
    2. Dialogue Positon Editor - copy Main Menu and name it IGMenu
    3. Menu Editor - new screen and now what?
    How make that, I push button and appear box like main menu? / or just image?
     
  27. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    You only need to add it once and it's recommended to add it to the same scene that has your game starter prefab.
    Look at the ORK demo---the dialogue position is side menu in the demo but you can call it whatever you want. However, you have to set up your IGMenu like the sidemenu in the demo. If you look at the demo things should be a little bit clearer.
    In Menu Settings you need to put Menu so it will call that key---you set up a Menu key in input settings, right? : )

    IT SOUNDS LIKE YOU HAVE NOT SET UP A MENU KEY IN UNITY'S INPUT SETTINGS!! I'm not yelling with my capital letters but trying to point out that this is very important. : ) And it sounds like you haven't done that. : )

    ORK uses certain keys to do things that you have to add to the Input settings. If you don't know what I'm talking about, just say so.

    : ) It's not that hard to do.


    The dialogue position is Overview for Menu Settings----copy the settings from the demo. I can put up a screenshot if you need it.
    Menu Screens are for your screens--for items etc. Each one has its own dialogue position. I'll try to make some screenshots.
     
    Last edited: Dec 9, 2012
  28. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    If you have any problem getting the ORK demo to work, please post as it's the best way to see what you have to do to set up your game and the menus.

    It doesn't come ready to wear out of the box though. You have to import the ORK resource files and the Menu Shop resource files from the Unity store if you bought it there If you have a problem with doing that, please post as it's very easy to set up the demo once you know what to do.

    Then you can look at how the menu shop is set up. You need to set a lot of dialogue positions--it took me a bit of time as I input my game from scratch. But it's very satisfying to get it to work the way you want it to. My settings might not work for you. I set things up the way I want it but it's not far off from the way the demo is set up.

    But if you need screenshots after you try looking at the ORK demo, let me know.
     
    Last edited: Dec 9, 2012
  29. Sija

    Sija

    Joined:
    Sep 22, 2012
    Posts:
    20
    screenshots will be very helpful, now I'm analysing demo project;) If You could put some screens of your project I appreciate that.
     
  30. David5988

    David5988

    Joined:
    Sep 9, 2011
    Posts:
    141
    Help: In the project Editor as I am creating a Character, I can't select the prefab... none of them!

    PS: Same problem with enemies.
     
    Last edited: Dec 9, 2012
  31. Sija

    Sija

    Joined:
    Sep 22, 2012
    Posts:
    20
    Did you move your character prefabt to Characters folder in Resources??
     
  32. David5988

    David5988

    Joined:
    Sep 9, 2011
    Posts:
    141
    Done. Thanks...
    When my player spawns the camera is so high! How can I fix this?

    I was doing the Unity ORK Tutorial 2 - Player Event Interaction... same settings.
     
    Last edited: Dec 9, 2012
  33. Sija

    Sija

    Joined:
    Sep 22, 2012
    Posts:
    20
    select the prefab which you did and change camera setings in Inspector panel (right side of screen:))
     
  34. David5988

    David5988

    Joined:
    Sep 9, 2011
    Posts:
    141
    I changed the main camera settings (Smooth Follow and Smooth look at) and the result is the same...

    Note: The resolution is so high I barely see the letters.
     
    Last edited: Dec 9, 2012
  35. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    My menu settings are very similar to those for the demo. But here are some shots.

    This forum doesn't allow upload of big files so if you can't read my pics, open them in a word processing program and magnify them.
     

    Attached Files:

  36. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    And a few more pics. : )
     

    Attached Files:

    Last edited: Dec 10, 2012
  37. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    And Menu Screens.
     

    Attached Files:

  38. Sija

    Sija

    Joined:
    Sep 22, 2012
    Posts:
    20
    Thanks Catacomber;-) now It sems very clear. I need put lot of work to my project.
     
  39. David5988

    David5988

    Joined:
    Sep 9, 2011
    Posts:
    141
  40. Jikiyal

    Jikiyal

    Joined:
    Nov 14, 2012
    Posts:
    18
    Hi there -

    For your camera issue - assuming when you press play it is indeed following your character - try setting the 'Distance' and 'Height' values to a higher number. Start with Distance at about 7, and Height at about 3. It will be different depending on your character's size - so I recommend pressing the pause button while your game is running, and changing the Distance and Height values, followed by unpausing. Repeat until it looks the way you want.

    NOTE: When changing any values in the inspector while the game is paused, they will revert upon stopping the game. So write down the correct values, and fill them back in when the game is stopped.

    Now for your resolution issue. Open the Project Editor. (RPG Kit > Project Editor). Navigate to the Game Settings tab. One of the first things you should see is Default Screen Size. Change the Width and Height values to the desired screen size. For example, 1024 x 768, or 1600 x 900. Don't forget to press the 'Save Settings' button at the bottom when finished.
     
  41. David5988

    David5988

    Joined:
    Sep 9, 2011
    Posts:
    141
    Now I found out what is the problem! When I press play, the camera settings goes back to the original settings. That why is so high! How can I fix this?
     
  42. Jikiyal

    Jikiyal

    Joined:
    Nov 14, 2012
    Posts:
    18
    Hmm, that is strange. I'm not exactly sure why your camera is reseting, but there are several possible causes that I can think of.

    First, we need to make sure that you are not ending up with two copies of your camera. It may be possible that you have a camera in your game which you are changing the settings on, but then ORK is spawning in your character which may have a duplicate of your camera (a prefab?) on it. Double check your player prefab, and remove the camera from it if one exists.

    If you don't have multiple cameras, then let's check the Game Settings. Open the Project Editor (RPG Kit > Project Editor), and navigate to the Game Settings tab. Scroll down to the Camera Control Settings area. ORK will inherit camera settings from this location, so try setting the 'Type' to 'Follow', and change your camera settings for 'Distance' and 'Height' to match the desired settings. Once again, don't forget to press 'Save Settings' when finished.
     
    Last edited: Dec 10, 2012
  43. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    As Jikyal points out, you need to check what camera controls you're using in the Project Settings. If it's Follow, you can change the height above your character and the distance from your character.

    Try experimenting with changing the Y value of your Main Camera in your scene if your Main Camera is not on the player. And as Jikyal says, make sure you don't have two Main Cameras in the scene---IF you're using the ORK camera controls in Game Settings. If you use NO CONTROLS setting in Game Settings you can have a Main Camera and a Camera on your player as you're using your own controls and scripts for the camera and not ORK's.

    Right now, because ORK offers you the NO CONTROLS choice, being a curious cat, I'm experimenting with my own controls and using that setting but I've found the FOLLOW setting and FIRST PERSON settings work very well. Have experimented with both. LOOK AT I don't know much about because haven't used it.


    The whole subject of cameras is interesting and involved and right now that's what I'm spending my time on but I think it's a bit of a waste of my time because ORK's settings work quite well. : )

    For resolution, are you building for mobile or desktop? If for desktop try using No-Scale in Project Settings Game Settings--GUI Scale Mode. Mobile needs to scale things. But desktop doesn't. : ) If you choose No Scale, you'll see your words bright and bold. : )
     
    Last edited: Dec 11, 2012
  44. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    This is only going to happen if you changed your settings while in game mode and didn't go back to scene mode and save the settings you want. : ) If you change your settings while in game mode nothing saves. And sometimes you find yourself in game mode without knowing it---you always have to check and make sure you save your scene and project while in scene mode. I do this routinely now.
     
  45. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    It's worth it though. You're using a first class engine: Unity -- and a first class editor: ORK. Together they make a fine product so the time invested seems to fly by. : )

    And of course if you had to write all the code from scratch to do what ORK does, you'd be doing a whole lot more work. : )

    Or if you wanted simple, ORK could easily offer you something out of the box----like in the demo---but it gives you the wonderful opportunity to make interfaces as you wish----within its constraints of course---but you can get creative and which one of us here doesn't want to get creative? : )
     
    Last edited: Dec 11, 2012
  46. David5988

    David5988

    Joined:
    Sep 9, 2011
    Posts:
    141
    I'm making a room test to understand how ORK works and I have another question: In the menus, save point etc, I have to use the mouse, but what I want is to use only the keyboard. How can I do that?

    I understood that you can change the controls here (http://www.rpg-kit.com/wiki/index.php/Game_Settings) but, for example in a Save Point, I can't see if I am selecting Save or Load.
     
    Last edited: Dec 11, 2012
  47. eiVix

    eiVix

    Joined:
    Dec 3, 2012
    Posts:
    29
    Hi guys,

    I am starting a project using ORK, although I may hold it off until ORK 2 since it won't be compatible with the new engine. At any rate.

    1. Will current ORK users get discounts on ORK 2?

    2. I have a problem with my battles, when I plug in my character on the demo provided with the kit, just to learn how it works, the battle timer won't move. The enemies will keep on attacking, but the menu to attack the enemies won't appear...obviously something is wrong with the timer that won't go up, causing it not to call the menu function. I am not sure if it is a must, but my character doesn't have all the animations made, are the events on the engine called by end of animation function or something like that?

    FEATURE REQUEST:
    And as far as the camera goes, it would be nice in ORK 2 to have a camera like the one used in Lerpz (tutorial) where it is third person, but you see the character rotate while the camera follows him, but not fixed on his back.

    Also, I don't know about you guys, but it would be nice to VISUALLY position the cameras, because guessing numbers in x, y, z can be quite difficult. I wanted to add rapid moves in the Battles, rotation of the camera, etc...It may be because I am new to this engine, but I can't get it working the way I want it to.


    Thanks


    http://www.galaxiachronicles.com
     
  48. AMO_Noot

    AMO_Noot

    Joined:
    Aug 14, 2012
    Posts:
    431
    ORK2 will be a free upgrade, provided you've purchased both ORK1 and the Menu expansion.
    I'm in the same boat, getting the platforming mechanics prepared before integrating ORK2 into the game.

    Once that happens, I'll probably be giving Catacomber a headache with my questions here, hoho.
     
  49. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Ho, ho, ho! : ) I still have my own questions. : )

    Any way to make a vertical health/mana bar? I know this is probably way down on the list of anyone's desires but I'd like to know if it's possible. I haven't been able to do it. And it's an old style rpg look that I like. : )

    As in Dungeon Master----that's not the best example I could give but I've somehow misplaced my better example that was perfect. : ) It gives you the bare bones idea.
     

    Attached Files:

    Last edited: Dec 13, 2012
  50. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    You can easily do it with a little scripting but I don't think ORK can do it out of the box. I use NGUI for my health and mana bars. To get the health value attach a script to the player and use this code as your basis and put it in the update or lateupdate:

    Code (csharp):
    1. Health = (int)GetComponent<CombatantClick>().combatant.status[1].GetValue();
    2. maxHealth = (int)GetComponent<CombatantClick>().combatant.status[0].GetValue();
    Just be sure that [1] is whatever number you status values are in ORK.

    You can read up on vertical sliders here: http://docs.unity3d.com/Documentation/ScriptReference/GUI.VerticalScrollbar.html
    This is the code on that page:

    Code (csharp):
    1.     void OnGUI() {
    2.         vSbarValue = GUI.VerticalScrollbar(new Rect(25, 25, 100, 30), vSbarValue, 1.0F, 10.0F, 0.0F);
    3.     }
    To get the "vSbarValue" value, use Health/maxHealth and it should create a vertical health bar. I have not tested this method out as I use NGUI so it may not work without some more tweaking. If you have NGUI, it is even easier.