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ORK Okashi RPG Kit for Unity released

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

  1. AMO_Noot

    AMO_Noot

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    He really just needs to put it on the OP.
     
  2. nixter

    nixter

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    Thanks for handling this one. I had to eat dinner. ;)
     
  3. VicToMeyeZR

    VicToMeyeZR

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    Apologize. 91 pages isn't exactly easy to read through.
    :p
     
  4. nixter

    nixter

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    If you are reading from the front, you're wasting your time. The first 60 pages are out-of-date and should be skipped. Try going backwards instead. Your question was answered six days (2 pages) ago.

    Hopefully ORK2 will bring a new thread with it. Besides, it belongs in the Assets and Asset Store forum.
     
  5. Catacomber

    Catacomber

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    I have to check what I did on another computer and can't do it until this weekend but will. I don't remember what I did off the top of my head. I'm not using the mobile controller right now because am working with pc and webplayer builds. But I didn't have a problem with turn-based animations so my guess is I just left things alone.

    EDIT: I took a look ---I did not disable the player controls. Whether that will cause problems I can't say because I haven't done a lot with the mobile controller yet.
     
    Last edited: Mar 6, 2013
  6. drewradley

    drewradley

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    Well, I solved it for real time combat (it would charge in idle animation). It was actually quite simple. ORK turns my controller on and off with a message. All I needed to do was to add that message to the ORK attack animation, once at start and the other at the end. Now I turn off my controller before ORK takes over and my little guy runs to his target and I still get to use my joystick to move him around the screen.
     
  7. theoneawaited

    theoneawaited

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    Thank you for the great suggestions. I'm leaning more toward the second option, with actually making the Battle Arena take place in a different location. I'm also very interested in the fact you said "Ork 2.0 allows you to mix battle systems..."
    That sounds amazing! Maybe I'll get lucky and 2.0 is released at the end of March :)
     
  8. AMO_Noot

    AMO_Noot

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    Oof, hopefully sooner than that, at least for the beta.
    Had anticipated the release since January; needless to say, my project is a bit behind schedule. :(
    He came back from his trip a few days ago so hopefully he has an update for us.

    Definitely worth waiting for though, v2 has a huge number of features not available in 1. Remember that ORK1 and 2 will not be compatible, you'll have to start from scratch. Learning how ORK1 works though, would be beneficial since ORK2 will work the same way in most cases.
     
    Last edited: Mar 10, 2013
  9. cynel

    cynel

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    it just feel wrong to pay an expiation for a Upgrade
     
  10. drewradley

    drewradley

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    No one's forcing you to buy anything. You can choose to not buy the upgrade. Or you can choose to buy the MSE now and get the upgrade for free. But it would be even more wrong for him to screw over all of us who did buy the MSE by giving it to you for free.
     
  11. cynel

    cynel

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    you know what im tired of complaining so ill go buy MSE tomorrow
     
  12. Catacomber

    Catacomber

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    Nice new avatar. : )
     
    Last edited: Mar 9, 2013
  13. Catacomber

    Catacomber

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    It gives you some really useful features, cynel. Think of your players how happy they'll be. : ) You can do quite a lot with it. For one thing, you can add quests. For another, you can go shopping. : )
     
  14. AMO_Noot

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    Heck, just the addition of the Menu editor is by far the most useful feature of the expansion and worth the money for me. Pretty stoked for the sequential menus in 2, as well.
     
    Last edited: Mar 9, 2013
  15. cynel

    cynel

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    there i have MSE now i wait
     
  16. Catacomber

    Catacomber

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    I'm so happy for you. : ) Now we all wait together. : )
     
  17. Shadow_Fire

    Shadow_Fire

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    The waiting game is on!
     
  18. drewradley

    drewradley

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    Except for those of us who are too busy working with ORK 1 to wait. :) I just added pathfinding to my enemies using Unity's navigation tools. No more running at a wall to attack the player! Yay!
     
  19. cynel

    cynel

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    now i wait for ORK 2 to be stable enough for beta
     
  20. Catacomber

    Catacomber

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    Well, I have to take a few weeks off to do my last game with the old 2d editor I was using so our die hard players will be happy and hopefully stay with us as we continue to develop with Unity and ORK. I've gotten some nice reactions to the little game I've started with Unity and ORK1. I have to finish it and am looking forward to finishing it. : )

    Our players now are mostly iphone/ipod/ipad players and I'm excited that ORK2 should do well there. I'll do my best to make a game that works well on those platforms when ORK2 is released.

    @drew--your avatar hit the wall? : ) Or my eyes have shrunken vision? : )
     
    Last edited: Mar 13, 2013
  21. cynel

    cynel

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    whats eta Release of ORK 2 beta
     
  22. drewradley

    drewradley

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    I learned something just now. DO NOT have an event interaction on an object that is a child of something else. I kept getting the "Interact" button when I was nowhere near the interaction point. Spent hours trying to figure out why. Turns out it is the room itself! I have a button with an interaction on it and it was attached to the room and every time the interaction controller went through the wall, it popped up the interaction button, but was unusable. I simply moved the button off the room and made its own object and it works!


    nah. just one of those idea that seemed really funny after a few drinks.
     
  23. AMO_Noot

    AMO_Noot

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    Hah, thanks for the tip. Weird that the parent would inherit from the child.
     
  24. cynel

    cynel

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    so begins my wait of ORK 2 beta
     
  25. order66

    order66

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    You're not alone ;)

    Can't wait to get my hands on a beta version :D
     
  26. Kaith

    Kaith

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    I'm also waiting for it! :D
     
  27. AMO_Noot

    AMO_Noot

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    Tweeted gamingislove a few days ago after he came back from vacation; he's working on more mundane background code for ORK2 at the moment; no word of an ETA, although hopefully soon.


    You don't say!
     
  28. cynel

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    i hope gamingislove had a good Holiday.
     
  29. Trouch

    Trouch

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    Small Request

    Put the ORK 2 beta on sale, when released. (Which would include the future update to the proper ORK 2 version)
    (As in, instead of buying the old ORK + MSE)

    Question

    When ORK plugin updates, does it require you to start from the beginning?
     
  30. order66

    order66

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    Mostly yes. There might be an importer for ORK1 projects but since ORK2 is a completely new project, you will never be able to get your current ORK1 project fully converted to ORK2.
     
  31. Trouch

    Trouch

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    Ah, not what i ment.

    I ment, ORK 2 > ORK 2.1 > ORK 2.2

    But thanks
     
  32. order66

    order66

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    Ah okay, now I get it.

    Can't answer this question ;)

    I think it will be possible as it was possible in ORK1.
     
  33. Trouch

    Trouch

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    Ah okay, thats good, thanks!
     
  34. Catacomber

    Catacomber

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    We are all waiting for the new baby. : )
     
  35. order66

    order66

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    Just keep pushing this thread :D Maybe it goes faster then ;)
     
  36. LNMRae

    LNMRae

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    This might seem like a silly question, but I'm curious if anyone knows/has an opinion on it. I notice that on the main website, you can buy the kit for 80 euros and the shop extension for 30 euros, which it about $142 USD. It's more than $50 dollars cheaper than what you'd pay in the Asset Store for them. It this so that they can compensate for the cut Unity takes for store sales and is there any benefit to purchasing through the asset store as opposed to the website?
     
  37. Catacomber

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    There are pluses and minuses to buying from a Unity seller's website as opposed to the Unity store.

    A plus is the discount in price and wanting to give the seller a boost, which they deserve generally and definitely the ORK RPG kit deserves a boost.

    Sellers undoubtedly do it because of the munch the asset store takes. They pass the savings of the munch on to us. : )

    But then the asset store deserves its munch because they have to do a lot of work to make sure the asset will work for us and then the asset is always there for us for updates.

    A minus is that if you buy from a seller's website and then have to reformat your hard drive and you've saved your asset downloads to your hard drive, if you didn't save them to a backup, you could lose them, depending on whether you can redownload the assets again from the seller and whether you saved the assets to something like a thumb drive. I don't know how ORK works in this regard as I purchased it from the asset store.

    I try to buy my assets from the Unity asset store (because I like the ease of redownloading them into different projects and of course I'm a strong supporter of Unity but I have to watch my bucks so when I can get a good discount I waffle) but even there, I try to export a copy to my hard drive just in case, and I copy them to a thumbdrive.

    But then sometimes I don't buy from the asset store when there's a deep discount offered by the seller like Dexsoft sometimes offers--and I take the discount but then I make sure I either can redownload the assets again or have them saved to a thumb drive so I don't lose them.

    This is basically a practical and maybe a philosophical decision but I lean toward the practical. : ) I 've rambled answering your question but basically I'm practical when it comes to the bucks . I have a lot of thumbdrives but I find the ease of having my assets downloadable from the asset store to beat any discount I can get from a seller.. :)
     
    Last edited: Mar 22, 2013
  38. Catacomber

    Catacomber

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    Awaiting the new baby. : )
     
  39. order66

    order66

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    Just wondering if anyone has heard about how much support of mobile devices and touch input there will be in ORK2.

    I would really like to trigger skills/special attacks with customized gestures the player draws on the screen.

    The best that could happen would be that ORK2 supports that kind of touch input, but I guess that won't happen?

    @Gamingislove: Are there any hints you can give how it will be possible to hook into the skill system of ORK2 if I wanted to implement custom gestures by myself? The programming of the gesture recognition isn't an issue. I am just interested in how to pass this information into the ORK2 system.
     
  40. AMO_Noot

    AMO_Noot

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    I do vaguely remember Gamingislove mentioning adding touch support in some fashion in ORK2; although I'm not sure if that included gestures; probably just support for GUI buttons. I could be wrong though!

    Still waiting on ORK2... hoping the beta is released soon, even to finally just plug numbers and data into. Was actually hoping to have a good prototype done by GDC, but not this year, I guess.
     
    Last edited: Mar 22, 2013
  41. drewradley

    drewradley

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    Adding joystick support would be huge in my opinion. Already has a decent mobile camera set up that allows you to swipe to rotate and pinch to zoom. It's already set up so everything that you can click on, you can touch as well. It would be nice to have other touch functions but I'd rather release not be delayed to include them.
     
  42. order66

    order66

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    Same here :D Can't wait to get my hands on it! ;)
     
  43. drewradley

    drewradley

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    Anyone know how get the player's current combat target in code?
     
  44. drewradley

    drewradley

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    In case anyone else needs to know:

    Code (csharp):
    1. DataHolder.BattleSystem().GetCombatantForBattleID(combatantClick.combatant.lastTargetID).prefabInstance.transform;
    That gets the transform of the currently selected target of any combatant. Assign it to a transform variable. Useful for doing things in code rather than from ORK such as applying a status effect from an attack. If you are using this, you'll need to assign the CombatantClick like this:

    (variable)
    Code (csharp):
    1. public CombantantClick combatantClick;
    (in update)
    Code (csharp):
    1. if (combatantClick == null)
    2. {
    3. combatantClick=transform.getComponent<CombatantClick>();
    4. }
     
  45. AMO_Noot

    AMO_Noot

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    Thanks! Might come in handy. Wish we had limited access to the ORK wiki so we could compile tips and help improve documentation like this.
     
  46. drewradley

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    Strange thing. I set my battle system (real time) to automatically select a target since using the joystick removed the target and I encountered a problem: often damage and status effects carried over to the NEXT automatically selected target when the current one died. Might be a problem with what I've done in code but I don't know for sure. I changed it so targets are automatically selected and it stopped behaving that way. Once, I did enough damage to a weak enemy that I "killed" every mob in the scene with one blow. Can someone do me a favor and check to see if you can replicate this?

    Yeah, I would love to be able to expand the scripting section with all I've learned. It is woefully missing many neat things you can do with code.
     
  47. order66

    order66

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    With the month coming to it's end does anyone have some information about the eta of the beta?
     
  48. cynel

    cynel

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    no one knows except the maker
     
  49. Trouch

    Trouch

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    Got a question, how would you accomplish this in ORK?

    2D battle system, with some 3D GameObjects which serve as effects (such as fire/particles) (particles have to run, whilst OVER the 2d image)

    Im assuming you cant use GUITexture?

    Cheers
     
  50. drewradley

    drewradley

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    In my experience, the easiest way to use 2d in Unity is to use a simple plain (made of two triangles) and use an image on it, then move it around like any other 3d object. To get the 2d animations you'll need some sort of sprite animator. In a pinch, you can use a sprite sheet and just set the offset every frame to animate it. There are lots of free and paid solutions for 2d. Just start looking until you find one you like. I hear Othello is really good and free.