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.

ORK Okashi RPG Kit for Unity released

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

  1. cynel

    cynel

    Joined:
    Apr 18, 2012
    Posts:
    734
    that's fine im using probulder to make a crude prototype level and i cant use the ork system yet
     
  2. AMO_Noot

    AMO_Noot

    Joined:
    Aug 14, 2012
    Posts:
    432
    Thanks for the tips! Much appreciated.
     
  3. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    No problem. I've spent a lot of time learning ORK inside and out and know enough to make some serious tweaks. Even wrote my own battle system that doesn't use ORK's battle steps and uses the Walker Boys AI package to control the enemies. Working with the ORK code is pretty easy once you get over that first hurdle. Just keep in mind something don't code very well - or easily at least - like inventory. Never figured out a way to get the actual inventory in my own code. The events (both battle and regular event steps) are pretty easy to use with codes by getting and setting variables and making the events rely on those variables. The Broadcast Message event is also a very good way to make events that work with code. My first attempts at writing my own ORK codes was to create a script to calculate the attacks by simply sending a message to the combatants to roll the dice and checked with a variable they set to continue. I find the formulas a little too limiting for my game so I ignored them and used my own code for that. I made a system that uses a number of dice to compare to a target number (like Shadowrun or White Wolf RPGs if you know them). I also wrote one that uses the 4 Color system master table. (4C is a public domain superhero systme based on the old marvel RPG if you know that one).
     
  4. GrumpyOldMan

    GrumpyOldMan

    Joined:
    Sep 29, 2011
    Posts:
    51
    I've been working on some polish stuff on my game and I've run into a couple problems. I was wondering if anyone might be able to help.

    1. The save window doesn't give any feedback when you save your game. When you click on a save slot nothing happens. It saves everything just fine, it would just be nice to let the player know everything saved ok.

    2. Is there any way to get hp to refill on level up? It seems like there should be an option for it, but I couldn't find anything.

    3. Adding a texture to the hp and mp bars in the menus doesn't work. I have the images saved in resources/HUD but it doesn't display anything and resets the option in the menu settings.

    Any help would be greatly appreciated!
     
  5. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I agree that to have a small popup menu if possible that says at least "Game Saved" would be great and an ok button. : )

    I don't think the hp and mp bars are set up to receive textures but somewhere in this thread drewradley may have said how he used ngui to make a health bar. I don't know if that would help---but perhaps you're asking for something here that could be included in ORK2. : )
     
    Last edited: Feb 12, 2013
  6. Trouch

    Trouch

    Joined:
    Nov 29, 2009
    Posts:
    87
    1. Just make a little GUI popup appear, after the save steps have happened? So that the whole code required to save runs first, then after it has successfully ran through the code, make a small popup appear? i havent used ORK 1 an im crap at coding, but...?

    2. Theres various solutions for this

    3. I dont use ORK so dont know.
     
  7. cynel

    cynel

    Joined:
    Apr 18, 2012
    Posts:
    734
    well there no point on updating ORK 1 marginally due to ORK 2 coming out or is there
     
  8. Trouch

    Trouch

    Joined:
    Nov 29, 2009
    Posts:
    87
    Seems like everyone is on halt. Waiting for ORK 2.

    Just do as much code and design which is outside of ORK1/2, that you can.

    Right now im focusing on everything which ORK 2 will not help me with.
     
  9. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Not me. I'm in the middle of a making a game so I'll switch when I finish that one.

    I did make my own vital bars using "Health = (int)GetComponent<CombatantClick>().combatant.status[1].GetValue();" to get the hp value from ORK for the bar. I used NGUI to make the actual bar. You'll need the max health and current health and then just divide cur health/max health and use that to control the slider (which slides from a value of 0 to 1).

    edit: there seems to be an extra space in the code in the word "status" but it doesn't show up when I edit my post. Strange. In any case, if you use this code - as opposed to the other places I put it up :) - make sure it doesn't have that extra space in it.
     
    Last edited: Feb 12, 2013
  10. cynel

    cynel

    Joined:
    Apr 18, 2012
    Posts:
    734
    no wonder i wanted to try probulder
     
  11. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I'm not on halt either---am making a game. I figure if I can make a game with ORK1 -- I can make a better game with ORK2 so continuing work with ORK1. : )

    But have some problem with trying to set an object in the scene invisible.

    I'm trying to make a game object---a pillar--in a scene disappear if you collide with a secret switch--which is just a small cube which was easy for me to make and put a rock texture on it and a sphere collider with a trigger----so I tried an event on the switch and the Object Visible step---my pillar, which I'm desperate to remove, is already in the scene----not spawned by any event.

    This is from the ORK Wiki---

    "Object Visible step

    Sets a game object visible or invisible.
    This is done by setting every Renderer component of the game object (or any of its children) active or inactive.
    Use prefab
    A prefab already spawned by this game event will be used.
    Prefab ID (only if on prefab)
    The ID of the prefab to use.
    Actor (only if not on prefab)
    The game object of the selected event actor will be used.
    Visible/Invisible
    If enabled, the game object will be set visible.
    If not set, the game object will be set invisible."

    Now this event is not spawning the object--------it's already in the scene---so I'm trying either using prefab id or actor and using the pillar for either of those and nothing works!

    This is something I'd be doing very frequently so any help is appreciated.

    Will this only work if you use the event itself to spawn the object in the scene and then remove it? That wouldn't be very useful for this situation.

    I can do it by the way by just using a Unity script on the secret switch not an event. My script uses the function on collider hit etc. but it's not as nice and neat as using an event and I can't save the pillar being invisible because I'm not using any ORK event---- I can walk around the fact that the pillar and secret switch will always be visible when you reenter the scene by using some text---"A ghostly hand temporarily removes a pillar." : ) But----

    I think this is a very useful thing to be able to do neatly in ORK with an event. That is to remove an object already in the scene and not one just spawned by an event. Scratching my head over this.

    I don't really understand how the Object Visible step works or the Send Message works. Some more clarification on what to do and what prefab to do it on would be very helpful. And can you only use those steps on prefabs spawned by the event itself-----that's not useful to me for removing an object already set up in the scene from the getgo. : ) And this is something I'd want to do 100 plus times in any game. It's my bread and butter of puzzles. : )

    For example, I tried removing my pillar using a script and using a Send Message step but that didn't work. Didn't know what prefab to use or what the value should be for the script since my script wouldn't return a value--I tried 0--didn't work. I think this needs some more documentation.
     
    Last edited: Feb 13, 2013
  12. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    @catacomber
    That's pretty easy:
    1. Use an actor for this: actors are for already existing scene objects, all you need to do is to drop the object on it's actor slot in the event interaction inspector in the scene.
    2. Use an activate object step to deactivate the actor.
    3. To make this permanent, set a game variable and use a variable checker with this game variable to destroy the object every time you enter the scene.

    @GrumpyOldMan
    I've already answered your email, but others may also want to know:
    1+2: will come in ORK 2 :)
    3. is a bug, I'll release a fix in the next update of ORK 1, if anyone needs the fix sooner, please send me an email (including your order number) to ork@rpg-kit.com

    @Kirbychwan
    You should use the real time battle system for this - using damage dealers and damage zones. Basically use a skill which (using a battle animation) spawns a prefab projectile with a damage dealer on it :)
    Take a look at ORK demo 4 for some real time battle setup advice.


    ORK 2 news:
    Still on it, did some background system stuff and some smaller features while working on the menu system.
    The level up bonus settings are implemented - a combatant can get a full recovery (all consumable status values are set to their maximum) and add/remove status effects on base/class level up. The level up settings are made by default for all combatants, but classes and combatants can individually use their own settings.
    Also counter attacks will now have their own ability to select - and weapons can override them :)
    And since we're already talking about weapons: equipment now use item types, so they can (optionally) be listed along the rest of your inventory, sorted, etc.
     
  13. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Send message works like this:

    You set up an ORK event with the pillar as an actor. Have a script with the function you want to call attached to the pillar. Let's call this function"TurnMeInvs" which simply turns your pillar invisible when called. Then in the event step, Send Message, simply tell it to send to the actor (pillar) and the message to send is "TurnMeInvs" and viola! it's invisible now. If you already have a script set up for Trigger Enter, copy that entire function and then change OnTriggerEnter(); to TurnMeInvs(); and it should work. Don't send any value (i.e. leave it blank) as it doesn't take any value so putting a value there might cause problems. I've never managed to get it to take the value sent anyway.
     
    Last edited: Feb 13, 2013
  14. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    For some strange reason, I can't get this to work. Thank you for your quick reply but not sure why it won't work for me. It should work. : )

    The actor is set up on the secret switch which has the event to activate the object ---the pillar---(I guess activate object---deactivates an object if its visible and activates an object if it's not?) that pillar is an actor on the event on the switch and in that event I set a variable to make sure it only fires once.

    But nothing happens and I can't figure out why!
     
    Last edited: Feb 14, 2013
  15. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    This works for me. : ) Thanks very much! BUT---if I leave the scene---although I set a variable in the event on the secret switch that sends the message to the pillar to become invisible and put a variable checker on the switch to check that variable---when I leave the scene, my pillar is back. And I have to hit the switch again.

    Can you think what I might be doing wrong or what might be wrong with my object that using the set inactive step that gamingislove suggested doesn't work as it should? I think it's helpful to figure out why things might not work. : ) Thanks again! My pillar has a sphere collider but I can still see my pillar graphics if I use the activate object step.
     
    Last edited: Feb 14, 2013
  16. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Can you send me a small sample scene with your setup?
    That would help figuring out why it doesn't work :)
     
  17. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    I suspect it has to do with it being changed in code and not ORK events. Try adding a line in your invisibility code in the update that checks the ORK variable.
    Code (csharp):
    1. isInv=(string)GameHandler.GetVariable("isInv");
    2. if(isInvs == yes)
    3. {
    4. //turn invisible
    5. }
    It might work in the Start or Awake as well. If it does, putting it there would save you a little processor speed as it isn't checking ORK variable all the time. But unless you have a lot of these I doubt you'll notice it if you do have to put it in the update. You may also have to use ToString() on the variable rather than (string). I always use number variables. Which you could easily do here with fake bool (1 for not invis, 2 for invis).
     
    Last edited: Feb 14, 2013
  18. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    I'll be happy to. Let me strip out the other scenes so you can go there. Give me a day. : ) Can't figure it out myself. Thanks very much!
     
  19. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Will try that also. Thanks very much! Will report back. : )
     
  20. AMO_Noot

    AMO_Noot

    Joined:
    Aug 14, 2012
    Posts:
    432
    Ah, that's exactly what I was looking for. Between that and pulling variables from code like Drew says, it looks like I shouldn't have too many problems rigging up this system. Thanks for the ORK2 news, it's always appreciated! I'm pretty psyched about getting all of this implemented.
     
  21. dre788

    dre788

    Joined:
    Feb 15, 2013
    Posts:
    52
  22. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    The compiler has a problem with that line of script:

    Code (csharp):
    1. isInv=(string)GameHandler.GetVariable("isInv");
    I tried To String and it didn't like that either----I was using Javascript and the ORK code is C#, so converted my script to C# and it appears to be ok except for that line. Will try to work on it when I get a chance. Maybe also have to consider that the variable---if I've saved it in my ORK event on the switch is now in SaveHandler as a variable---so perhaps should get it from there-----I'm treading on thin ice when working with the ORK script. : ) But it's very interesting. : )

    Thanks for your help. I admire your knowledge of ORK's scripting and hope to get there someday. : ) Right now I'm out of my depth trying to work with ORK's scripts---have to do the learning curve. : )

    Googled my heart out trying to find anything helpful---but couldn't find anything that would help---except on converting my javascript to C#. : ) The compiler didn't like the = sign if I remember.

    Basically, right now I'm pretty lame when it comes to working with ORK's code, even with your help, so I'm hoping I can actually do this in an ORK event. : )

    But I appreciate every lifeline you put out there to working with ORK's code---I'm just not at a point where I can profit from it yet----but someday. : ) You help us all. : )
     
    Last edited: Feb 15, 2013
  23. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Other than the fact that your example is top down---which I haven't done in ORK, yes, I think that's quite doable. : )

    The animations in that video are actually quite feeble compared to what ORK can do. You could have a lot more battle action going on.

    Even using the turn-based battle system, I have dynamic battles. The battle animations are easy to make. Of course in turn-based, I have menus and not hack and slash like in demo 4, but the result is very satisfying even there with the dynamic option checked off. But let someone who's done hack and slash answer---just commenting that I can get a similar dynamic effect just using turn-based battles. Just found that out and am enjoying it. : )

    If I can get a give and take, dynamic effect with many monsters in humble, old-fashioned turn-based battles--which my players are enjoying by the way---I think you could probably get it in the hack and slash battle system.

    ORK lets your players have fun and gives you a life of ease----compared to what you'd have to do if you had to do all the scripting yourself---- : ) I'm not afraid of doing all the scripting but I want my game to be done tomorrow rather than next year. : )

    I like your avatar! : )
     
    Last edited: Feb 15, 2013
  24. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    I was more or less in the same boat as you, but I kept trying and eventually, it just sort of clicked and things started making sense. Not everything, mind you, but I am able to figure things like this out. I learned how to set ORK values because I wanted to make my own character generator. Then I wanted to use a different AI so I figured out how to get ORK values.

    Skip string and use an int. Like I said, I've never tried to get a string from ORK so I'm probably giving you bad code. I know the int works as I use it to get/set bullets in ORK so I can save how many the player has. Just use 1 and 0 to control it. AFAIK, it needs to be in C# but you already discovered that. Also, you do need to define the variable right below the class, but you probably already know that (i.e. "public int isInvs;")
    Code (csharp):
    1.  
    2. isInv=(int)GameHandler.GetNumberVariable("isInv");
     
    Last edited: Feb 15, 2013
  25. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    In fact; here is a code that compiles fine. In theory all you have to do is attach it to the column and drag the column's renderer into the renderer variable and it will do all the work for you. Then all you need to do is to set the ORK number variable "isInvis" to 1 in the event and it should hide the column.
    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class hideMe : MonoBehaviour {
    5.     public int isInvis;//0==unhide; 1==hide
    6.     public Renderer column;
    7.     // Use this for initialization
    8.     void Start () {
    9.    
    10.     }
    11.    
    12.     // Update is called once per frame
    13.     void Update () {
    14.     isInvis=(int)GameHandler.GetNumberVariable("isInvis");//this will check ork for the ORK Number variable
    15.         if (isInvis==1)
    16.         {
    17.             //hide me  
    18.             column.enabled=false;
    19.         }
    20.         else
    21.         {
    22.             //unhideme
    23.             column.enabled=true;
    24.         }
    25.     }
    26. }
    27.  
    If you ever want to show it again, just set that ORK variable to any other number.
     
    Last edited: Feb 15, 2013
  26. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    @ drewradley------thanks so much for the code and all your help. I'll keep hammering away at trying to understand ORK's coding and try this as soon as I can just to see if it works---which I'm sure it does. I'll try it on another thing I want to set invisible in a different scene.

    Meanwhile, gamingislove wrote back to me after taking a look at my stripped down scene where I was trying to get rid of the pillar---my problem was a simple one and easily solved so now I can remove things via an event too---I had checked the box in active/inactive field which was wrong because the pillar was active---unchecking the box, did the trick!

    Quoting gamingislove---
    "very simple mistake, but it might be confusing:
    In the activate object step, the 'active/inactive' field needs to be disabled. If the field is enabled, the object will be set active, if it's disabled, it'll be set inactive.
    Details here: http://www.rpg-kit.com/wiki/index.php/Event_System#Activate_Object_step

    So, simply disabling this field in the activate object step will solve this problem. To keep pillar from reappearing when going back into the scene, use a variable checker with the variable condition (in your case): 'pillar' == 'ok', and don't forget to enable 'destroy' and use the start type AUTOSTART :)
    This means that the pillar will automatically be removed when you enter the scene and the event has been triggered (i.e. 'pillar' has been set to 'ok').
    Details here: http://www.rpg-kit.com/wiki/index.php/Variable_Checker"

    What a wonderful forum this is with such a responsive engine creator and such responsive users----------
     
  27. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Can we have more than one autostart event in a scene? I thought we could only have one without it causing problems. Perhaps this has changed - or I am mistaken which is probably more likely the case. Guess it doesn't matter if you do only have one. In any case, remember that ORK variables act as global so if you have another pillar you want to hide, you'll need a unique ORK variable for each one otherwise they will all be changed based on that variable. This goes for my script, should you use it, as well.
     
  28. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    @drewradley--your code works perfectly to set the mesh renderer invisible but not the collider. : )

    Let me see if I can set the collider invisible too. : ) I might be able to handle that. : ) Thanks so much!
     
  29. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    What do you mean turn the collider invisible? Isn't the collider already invisible?

    If you want to turn the collider off simply add "collider.enabled = false;" when it is invisible (you can also assign a variable like for the Renderer, the type is just Collider). If it has a renderer attached to it and you want to make it invisible change "public Renderer column;" to "public Renderer[] column;". This will allow you to control multiple renderers. Then you'll need a a loop to go through them and turn them off. Something like:
    Code (csharp):
    1. for (i = 0; i < column.Length; i++)
    2. {
    3. column[i].enabled=false;
    4. }
    That should do the trick.
     
  30. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Thanks. I'll try that. It is invisible but blocking my path. : )
     
  31. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    Then use the collider.enabled=false; to turn off the collider. If the collider is on a different object create a variable and drag it unto it.
    Code (csharp):
    1.     using UnityEngine;
    2.     using System.Collections;
    3.      
    4.     public class hideMe : MonoBehaviour {
    5.         public int isInvis;//0==unhide; 1==hide
    6.         public Renderer column;
    7.         public Collider columnCollider; // NEW!!!!!!
    8.         // Use this for initialization
    9.         void Start () {
    10.        
    11.         }
    12.        
    13.         // Update is called once per frame
    14.         void Update () {
    15.         isInvis=(int)GameHandler.GetNumberVariable("isInvis");//this will check ork for the ORK Number variable
    16.             if (isInvis==1)
    17.             {
    18.                 //hide me  
    19.                 column.enabled=false;
    20.                 columnCollider.enabled=false;// NEW!!!!!!
    21.             }
    22.             else
    23.             {
    24.                 //unhideme
    25.                 column.enabled=true;
    26.                 columnCollider.enabled=true;// NEW!!!!!!
    27.             }
    28.         }
    29.     }
    edit: you can also simply turn the entire object off rather than turning off individual parts.

    Set a gameobject variable "public GameObject column;"
    And then instead of "column.enabled=false;" use "column.SetActiveRecursively(false);" (or "column.active = false" if the column is just one object with no children)
     
    Last edited: Feb 15, 2013
  32. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    @drewradley------That works perfectly! :p:p I have more than one autostarted event in that scene and it appears to be ok. : )

    Thank you very much! That opens up a keyhole of possibility. : )

    If anyone wants to try to set the pillar invisible in the Old Tomb scene--and go out and back and see that it's gone---you can---uploaded a new webplayer version to my website----I used drewradley's code there although the ORK event works just as well---

    Also improved some graphics--fonts, backgrounds for texts---added more dynamic combat, added alchemy--you can make some potions by either buying or collecting items but you have to solve a riddle and do a quest--added a small secret switch puzzle and a new monster and fixed the air magic graphic and a few other little things.

    The webplayer version which is also up at my website at the top—
    https://www.box.com/s/j8hu153hvlogmx63xn5k
    The desktop PC version:
    https://www.box.com/s/km19pt7d3o87x64xfjvv

    One thing I learned if you give the player of a choice of character to play---is that you have to set a unique variable when they make that choice so you can check it when adding things like alchemy to the player---because you add skills to a specific character and if you're using more than one prefab for your player, you have to make sure it can be identified in the event so I made a duplicate event for each character that checks whether that character's variable has been set.
     
    Last edited: Feb 16, 2013
  33. dre788

    dre788

    Joined:
    Feb 15, 2013
    Posts:
    52
    So after reading the wiki in depth and looking more closely into the demo, I have determined that not only is this what I'm looking for but it's so much more. Although, I have a question. Is there a way to allow players to equip skills to different input keys for the real time battle system? (similar to star ocean) I want to have a system that uses Q W E for skill binding and allow the f# keys to change the bindings on the fly.

    Never the less, I will most likely buy this. I'm also looking forward to some of the features in Ork2, so I will use that version to start my main project.

    Thanks for the ava. complement. I drew it myself.
     
    Last edited: Feb 17, 2013
  34. AMO_Noot

    AMO_Noot

    Joined:
    Aug 14, 2012
    Posts:
    432
    Good question, and one that I have an interest in myself. I suspect this is possible with code. It'd be nice if it were a default feature for real time battles though.
     
    Last edited: Feb 17, 2013
  35. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    You can do a lot with ORK with code but you have to do it very carefully. If you set up the keys you want to use in Unity Input Settings you could probably code a C# script to do that---a few pages back drewradley asked about using buttons to call a menu and gamingislove answered him with script. You'd do it using

    if(Input.GetButtonDown("name"))

    {

    and this would be the script to access GameHandler and that skill---but I'm hesitant to copy ORK script without permission--- : ) and the script gamingislove posted probably wouldn't exactly fit Skills--but you could ask him---it would be nice to do it in ORK2---- : )
    }

    @dre788---keep in mind that the outer beauty of ORK is that you don't need to use coding to do almost everything---while I can code up a project in Objective C for ios if I have to--I've gotten lazy since using ORK---but ORK saves me weeks of work---and it does very well what I want it to do. Of all the products I've bought in the Asset Store, it's given me the best return for my bucks. : ) And I don't even know if I left feedback for it because I've been too busy using it. : )

    the inner beauty of ORK is that you can use code to make it do almost anything you want to. : ) So now I'm spending time learning C#--inspired by drewradley who more or less is the Shaman of ORK Code, next of course to gamingislove. : )

    But that's just because I love coding if I can understand what I'm doing. : ) ORK doesn't need me to code a thing--unless I want to. It appears that ORK2 will make me even lazier about coding because it will do almost everything I want it to do out of the box. : )

    @Kirbychwan--reading the Dead Gear Blog and enjoying it. : )
     
    Last edited: Feb 18, 2013
  36. dre788

    dre788

    Joined:
    Feb 15, 2013
    Posts:
    52
    A script would get a bit complicated. I did not notice a way to call the control map through scripting; so I imagine it's deep within the code somewhere. Not to mention I'm more an artist then an programmer.
     
  37. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    You don't need to be a programmer to use ORK---not at all.

    But if you want to do something special--which is what you were asking for--well you have us. : ) I couldn't have written a C# script to set my pillar invisible using the ORK gamehandler to save my life but drewradley showed me how and gamingislove took the time to show me where I'd made a mistake doing it as an event and that I could do it simply through an event, without any programming. So I wouldn't worry about anything. If you're using Unity and you want to make a playable game---without having to use any script--ORK does the job for you.

    But you were asking about something that doesn't come right now out of the box. It's nice to know, isn't it, that if there is something unique that you want to do, you can do it---and you have a friendly forum with experienced people and not to mention a developer---gamingislove---who will do their best to help you?

    It appears that ORK2 will allow you to do some things so much more easily but if you've worked with and loved ORK1---as some of us have--you'd still be excited about what you can do with 1. : )
     
    Last edited: Feb 18, 2013
  38. cynel

    cynel

    Joined:
    Apr 18, 2012
    Posts:
    734
    i hope ORK 2 will have playmaker support
     
  39. dre788

    dre788

    Joined:
    Feb 15, 2013
    Posts:
    52
    Yeah, it's pretty exciting. All kinds of ideas are running through my head. I can't wait to get started to really see what this kit can do. I'll be buying it some time this week, in the mean time I'm going to do some world building.

    That would be perfect. I've already bought playmaker myself, how well does this one work? http://hutonggames.com/playmakerforum/index.php?topic=2592.0
     
  40. Trouch

    Trouch

    Joined:
    Nov 29, 2009
    Posts:
    87
    ^ What IS playmaker? i dont understand.

    Is it just a visual flowchart, to which you then implement the code yourself?

    Or a flowchart you make, using code provided by playmaker?
     
  41. nixter

    nixter

    Joined:
    Mar 17, 2012
    Posts:
    320
    It's a Finite State Machine that uses visual programming (like Scratch). Basically, each node is the equivalent of a single line of code. You don't have to type the code, you select a function from a categorized list then chose your parameters.

    If programming in C# / UnityScript is new to you or intimidating, Playmaker is a great way to understand all the things you can do. If you're an experienced programmer, you probably don't need it unless you plan to let artists and designers mess with your code.

    They just released a new version that allows FSMs to trigger other FSMs, which is a significant improvement.
     
  42. dre788

    dre788

    Joined:
    Feb 15, 2013
    Posts:
    52
    It's basically visual scripting. This video should give you an idea. http://youtu.be/hkyUbY3Bq0A
     
  43. Trouch

    Trouch

    Joined:
    Nov 29, 2009
    Posts:
    87
    Ah okay, so each node contains a function, variable or command.
    Instead of typing, you click and drag a node.

    Thats pretty cool. thanks for explaining.
    I'll probably still just stick to ORK 2 though.
     
  44. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    @gamingislove---would it be possible in ORK2 to have an event trigger that's onmousedown? Or would that be too much?

    There are times when I'd like to start an event by clicking on something with the mouse instead of colliding with something. I don't use interact, just on trigger enter. Thanks as always for any help.
     
  45. cynel

    cynel

    Joined:
    Apr 18, 2012
    Posts:
    734
    its a visual flowchart .
     
  46. GrumpyOldMan

    GrumpyOldMan

    Joined:
    Sep 29, 2011
    Posts:
    51
    @catacomber

    If you set your start type to interact and your max mouse distance to something like 8 you should be able to start events by clicking on an object. It's how I start allot of my events, like opening doors and such.
     
  47. Catacomber

    Catacomber

    Joined:
    Sep 22, 2009
    Posts:
    682
    Thanks. I'll try that! :D

    It works but it's not as smooth as it could be if it were an option.

    If enough of us are using onmousedown to interact and it wouldn't be too hard--I'd still love to have it as an option in ORK2. I never use interact because my players said everything should be using the mouse and so I try to collide or use the mouse. : )
     
    Last edited: Feb 20, 2013
  48. order66

    order66

    Joined:
    Apr 17, 2012
    Posts:
    150
    Hey, just wanted to ask wether there are any news about the release date of ORK2? Can't wait to get started on my new project with ORK2 :D
     
  49. Trouch

    Trouch

    Joined:
    Nov 29, 2009
    Posts:
    87
    Beta is supposed to come out any day now.

    But he has gotten requests for features, since he last gave us an estimated time.

    So it should be soon...
    Hopefully he replies, im keen to purchase it off him asap (Even the beta version).
     
  50. Simlucrato

    Simlucrato

    Joined:
    Oct 6, 2012
    Posts:
    23
    Hello , i saw in Wilfried the Hero that we could see the enemy health , is it bundled with ORK1 or Custom scripting ? Or a variable display in HUD editor ? Thank's