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ORK Okashi RPG Kit for Unity released

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

  1. gamingislove

    gamingislove

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    Beta15 news
    You can find the thread dedicated to beta15 in the >ORK Community forum<.

    Small excerpt:
    - inventory quantity limits
    - update to input keys
    - update to the default player controls (button and mouse)

    And the new ability development system will come in beta15 - more on that later :)
     
  2. AMO_Noot

    AMO_Noot

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    Hah, thanks :D

    It's actually changed a bit since then:

    http://i.imgur.com/VhvhzPT.jpg

    A holographic display appears on the actual character in the game, that plays for a moment before the menu comes up. I'm pretty happy with it!

    http://i.imgur.com/HnbYIPU.jpg

    Was also pretty happy to make a nice icon-based inventory system.
     
  3. nasos_333

    nasos_333

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    Looks amazing :)

    I am just starting on the menus myself and is one of the hardest decisions as to what to use

    I will start with ORK1 system and see how far it can get me


    I see so many new exciting things in ORK2 :)

    On the matter of translating an ORK1 game to ORK2, is there any chance to have a tool to convert the hero/enemy/skill/battle anims choices, events etc in future ?

    Maybe it could be a tool exporting one tree from ORK1 project (heroes/enemies -> skills -> battle anims and events) and import it to the same project that has ORK1 replaced with ORK2 and recreate automatically these items in ORK2
     
    Last edited: Nov 16, 2013
  4. Catacomber

    Catacomber

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    I got the Random teleporting working in ORK1---screenshot below. It's so much fun to send your player off to areas they have no idea where they're going and you can make a puzzle out of it if something necessary is hidden in one of the teleport areas. They will happily wear their hearts out teleporting randomly. : ) I tested this about 50 times and it works perfectly. : ) Not sure what the seed is for the randomness but it works fine.

    The Random Step is very useful for doing some other creative things also. : ) Using it for npc dialogues to add variety and for a casino machine. : ) I think it could also be used to get random items from a barrel or whatever but haven't tried that yet. I will asap. : ) It could be used to cast random damage on the player. The key is to have your random steps only in the minimum/maximum. Loving it! Experimenting like crazy! Pretty simple really. Haven't tried to use Check Random yet nor do I know when to use it. : )

    I'd like to. :cool:
     

    Attached Files:

    Last edited: Nov 17, 2013
  5. gamingislove

    gamingislove

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    New game tutorial
    The new tutorial finally concludes our battle events with >animating special actions<.
    In other words: animating the defend and escape commands ... and death.

    There are still two things left to do before we're done with animating the battle:
    - displaying the equipment (using equipment viewers)
    - displaying the player's status (using HUDs)
    So, the next lesson will cover displaying the equipment.


    @nasos_333
    With all the changes between ORK 1 and 2, migrating data between them is a bit unrealistic :)
     
  6. cynel

    cynel

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    Im Guess its better to start from scratch when ORK 2 is released
     
  7. gamingislove

    gamingislove

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    Another game tutorial
    And here's another (short) game tutorial on >displaying equipment<

    Quick'n'easy - learn how to use equipment viewers to display a combatant's equipment :)

    The next game tutorial will cover displaying the player's status using a simple HUD.
     
  8. nasos_333

    nasos_333

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    I understand that a total converter would be hard or impossible. I had something much simpler in mind, like a tool to translate/export a battle animation or event of ORK1 and import/place one in ORK2 automatically, with the steps and settings that are similar

    That would help the manual work immensly. I would say the most basic and hard to migrate would be the dialogs in events

    That would mean probably many weeks of work to translate everything to ORK2 by hand, one by one dialog, battle animation etc

    Some middleware that would automatically place similar steps in battle animations or events would really save a big ammount of time
     
  9. gamingislove

    gamingislove

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    And the next game tutorial is here
    The last tutorial dedicated animating the battle is here: >a simple HUD<
    Learn how to display the player's status in a HUD.

    The game tutorials will now continue to with the different battle systems - the next will cover combatant groups and the turn based battles in general (and adding a new battle :D).


    @nasos_333
    The problem is that events are also dependent on the data created in ORK. Nearly everything is connected to something else - I don't say it's impossible to transfer a project automatically, it's just a lot of work and will take a lot of time to write such a tool.
     
  10. nasos_333

    nasos_333

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    Of course i always mean if it is possible to be done in a reasonable ammount of time, if not by all means focus on ORK2 than anything else :)
     
  11. AMO_Noot

    AMO_Noot

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    Yeah. I might be a bit biased on that I purposely waited for ORK2 so I wouldn't have to deal with exactly that issue; but spending an excessive amount of time to create a converter that would benefit only a relatively small amount of people would be kind of a drain on resources that should be focused on ORK2, especially considering that ORK1 users are already dwarfed by the amount of ORK2 users.

    Great tuts as always, GiL.
     
  12. Catacomber

    Catacomber

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    I think the important thing is that you can make a stable game in either ORK1 or ORK2 that gives people fun and a good reason to play it.

    If you've already brought a game along far enough to be marketable in ORK1, then, in my humble opinion, you wouldn't want to switch to ORK2 now, even if there were a tool to allow you to do it, because chances are the tool would be buggy or ORK2 would still need more testing and all that would delay your progress.

    It would be better to wait to make your next game in ORK2 and finish the one you're working on in ORK1. ORK1 has a lot going for it. I could give you at least one example of a game made in ORK1 where I'm sure the person who made it is not eager to switch over to ORK2 mid production as everything seems to work really well. : ) And that person is not me although I'm quite happy with ORK1 and have 20 levels of my game in, working nicely and don't have any reason to need a tool to convert it to ORK2.

    If people like my ORK1 game, I'll make an effort to make the next one in ORK2 maybe--or I might just get lazy and consider that if people are happy, I should just stay with what I know for awhile-- but I don't think it would be hard to get up to speed with ORK2 with the great tutorials gamingislove has provided and just export your prefabs and import them for the monsters and animations and sounds and things. For the other stuff---the events--it's not that hard to do them. You could probably export your scenes from ORK1 and then import them into ORK2 and fix what needs to be fixed in ORK2--but I really think it would be better to start fresh if you're using ORK2 and finish what you're working on.

    And sometimes it's good to start over. You make things better than you did before. : )
     
    Last edited: Nov 18, 2013
  13. nasos_333

    nasos_333

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    I am a bit on the edge about what to do. I have worked my way to the end of my first demo draft of the game with ORK1. The game whole is much bigger though, so after the demo is done i would like to have it with ORK2 for the final release.

    Now if ican do most of the ORK2 functionality,maybe using some extra coding, i may keep ORK1, otherwise since the project is very big and could be done in 1.5 or 2+ years from today, i would certainly consider spending some weeks to port the game to ORK2.

    So that is still up in the air :)

    BTW, i am extremely happy about what i can do with ORK1 so far, i am just scared of missing some game changing feature of ORK2 that would be very hard to implement or immitate in ORK1

    I am doing the menus now

    And to a question, i am trying to make the icon of the skill appear well in the skill menu, but it gets stretched vertically no matter what i do, is there a setting that defined height for icon (or field as whole) in ORK or is it something in the Skin settings that does the scaling ?

    EDIT: I found the cause, the icon texture had to be marked as GUI texture, now it does not scale randomly vertically
     
    Last edited: Nov 18, 2013
  14. Catacomber

    Catacomber

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    If you're saying your project will take 1.5 to 2 years to complete, I'd try to do it in ORK2. Many things can be transferred over. As I mentioned, you could export and import your scenes. I wouldn't move over any ORK1 xml files though, so you'd have to go through each scene and remove those I'd think. But if you keep your old file, you could open it and look at those and try copying them over, maybe into a doc so you can recopy them into your ORK2 project. And then redo the events in ORK2. Your prefabs could be imported.

    If the ORK2 demo is in good shape at the end of the beta, which it undoubtedly will be, you could start by importing that into your game first so you don't have to do a lot of legwork. You could build on that. And then you could import your scenes and prefabs and set things up the way you like.

    I hope to have my game finished in less than two months and then I'll look at ORK2. : ) But all I want is a Unity editor that works for me and makes my players happy---if my players are happy it would be awhile before I'd change anything. It wouldn't be practical for me to do anything else right now.

    But if your situation gives you a long future development time, I'd do whatever you could to get things up and running in ORK2.

    If you're making a beta to attract investments in something like a kickstarter venture , I'd imagine ORK1 would still give you an attractive beta and no one would hold it against you if your final game had more features.

    That's just my humble opinion. : )
     
    Last edited: Nov 19, 2013
  15. Catacomber

    Catacomber

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    It would be nice if you could play a sound clip at a shop. : ) I have some very nice shop backgrounds and music would make things even nicer. : )

    http://craze.se/unity_album_previews__cozy_tavern_music_pack.php

    I guess I could put the shop in its own tiny dungeon with an audio source. : ) Music soothes the savage player. : )
     
    Last edited: Nov 19, 2013
  16. nixter

    nixter

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    I loaded this up again with 4.3 and it seems to be running fine except that the ORK Framework window keeps closing every time I run the game (in both play button and build/run). I remember this happening before months ago and there was some solution. How do I prevent that from happening?
     
  17. nixter

    nixter

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    Also having trouble getting the Custom Animation system working. These are the steps I performed:

    1) Created C# script to run when the component is triggered

    Code (csharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class CustomAnimationTest : MonoBehaviour {
    5.  
    6.     // Use this for initialization
    7.     void Start () {
    8.         TestCustomAnimation("Test");
    9.     }
    10.    
    11.     // Update is called once per frame
    12.     void Update () {
    13.    
    14.     }
    15.  
    16.     public void TestCustomAnimation(string typeAnimation){
    17.         Debug.Log("Fired : " + typeAnimation);
    18.         Debug.Log("Character : " + ORKFramework.ORK.Combatants.GetName(5));
    19.     }
    20. }
    2) Attached the script to the character prefab
    3) Character Animation Settings set the System Type to Custom
    4) Entered component name CustomAnimationTest
    5) Changed Animations to 2:Field_Samurai.
    4) Base/Control:Animations:2:Field_Samurai - Removed all Legacy/Mecanim animations
    5) Under Custom Settings added custom animation.
    6) Function Name is TestCustomAnimation
    7) Added Parameter Type: String with a string value of Idle.

    Everything looks fine to me, but only the test is working not the animation. Here's some photos

    $CustomAnimationTest.jpg

    Any ideas what I'm doing wrong?
     

    Attached Files:

    Last edited: Nov 20, 2013
  18. gamingislove

    gamingislove

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    @nixter
    It's a bug - a really stupid one, and it will be fixed in the next update :D

    The framework window closing is intentional, because the opened window will cause problems while playing.

    @catacomber
    Changing BGM in shops and menus is already on my to-do list, but don't know when it'll be implemented yet :)


    Beta15 news
    The new version is coming along great - the new ability tree system is already up and running (including a new menu screen).
    Furthermore there is some editor sugar, e.g. the Pretty Foldouts option will make the nested foldouts neat and clean with different font sizes depending on the depth and better margin/padding settings to, well, see what's going on :)
    Also, the Flexible Lines option will make the node editor connection lines connect to different node sides, depending on the node positions.

    Other stuff:
    - all menu screens settings have been regrouped and organized, and you can now use advanced layout settings for their buttons
    - 2D collider/trigger support in event interactions
    - changes to equipment viewers (and equipment), the Multi equipment will now be displayed on every equipment slot (so for 2handed swords, you'd now use a single part with a block part)

    Release - soon, most likely tomorrow, or even today :D
     
  19. nixter

    nixter

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    The Custom Animation system not working is a bug?
     
  20. gamingislove

    gamingislove

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    Yes, and you should be able to do a quick fix by adding as many legacy animations as you're using custom animations.
     
  21. nixter

    nixter

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    That is an easy work around! Thank you for the help. :)
     
  22. Catacomber

    Catacomber

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    Something that would be nice in the future--not now. : )

    If you could have a skill or ability called something like Enchant. And an npc could have that skill or ability.

    And if you talk to them, they could "enchant" some of your items---those items that are enchant able--so they could increase the ability of the item to raise your strength or charm or other skills. Just like a choice tree, you get to choose what's boosted up by the enchantment. Just a thought for the future. Not all items would be enchant able just certain special items that are in the category "Enchantable".
     
    Last edited: Nov 21, 2013
  23. gamingislove

    gamingislove

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    ORK Framework beta15 released
    New Ability Trees, 2D physics support, updates to input keys, the editor, menu screens, … lots of stuff :D

    And here it is: >release notes<


    New game tutorial
    This time we focus on >combatant groups<, and the 2nd turn based battle.

    The next tutorial will cover active time battles!



    @catacomber
    You could already do this by having different versions of the item and let the NPC exchange an item for another based on your decission :)
     
    Last edited: Nov 21, 2013
  24. Catacomber

    Catacomber

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    Thanks as always. :D
     
  25. gamingislove

    gamingislove

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    @catacomber
    You're welcome :)


    Meanwhile in the dev-cave ...
    ... the work on beta16 has started!
    Stuff to come in this update:
    • Camera Event
      A simple scene event (not really part of the event system) that'll block the camera control and use a camera position (or another game object's position) to place the camera. The event starts when the player walks into it's trigger and ends when the player leaves the trigger again.
    • Random Battles
      An ORK 1 feature that's still missing returns - I guess no further explanation needed :D
    • Console System
      One of the last big features before the end of the beta phase.
      Basically lets you add a text to a console for nearly everything that's going on (stats changing, using stuff, etc.) - no text input though, that might come after the beta.
    You can also find a discussion thread in the >ORK Community forum<.
     
  26. cynel

    cynel

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    so is the Beta coming to an end.
     
  27. Catacomber

    Catacomber

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    I like the Console messages. Thanks for that.

    Have we gotten to Real Time Battle Tutorials in ORK2 yet? That's what I use. : )
     
    Last edited: Nov 23, 2013
  28. AbsoluteZero

    AbsoluteZero

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    Very interesting framework. Saved for later
     
  29. nasos_333

    nasos_333

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    Is it possible to adjust the height of the choices/entries of the skill menu that appears in combat ?

    In the Dialog Positions i can adjust the width and height of the overall skill window, but the icons i use in the choices (assigned in skills) appear small with huge borders above and below them. The icons are big (1024x600) in size.

    The borders get smaller as i widen the main skill window, i guess because it approaches the actual image size of the icons, but then the skill menu would cover most of the screen. Is there a way to adjust the icons etc inside the entries ?

    Also i cant choose anywhere to have only the icon, like in the menu setup and going to next and previous skill with arrow keys does not work right (it selects next item, but does not show it and remains in the first choice on screen).
     
    Last edited: Nov 24, 2013
  30. gamingislove

    gamingislove

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    Beta16 news - console system details

    First of all, there are Console Types to separate the different texts. The console is displayed with a simple HUD (without any HUD elements).

    The following things will output text to the console for now:
    • casting and performing actions (abilities, items, defend, escape, death, doing nothing)
    • learning and forgetting ability trees, abilities, crafting recipes and logs
    • changes to status values (increase, decrease, set)
    • changes to status values (apply, remove)
    • base/class level ups
    • ability/equipment level ups
    • inventory changes (items, equipment, money)

    You can use text codes for layout stuff, every console text can be overridden individually (e.g. an ability can override the ability action, learn, forget and level up texts).

    You can also add text to the console (and clear the console) using the event system.


    @cynel
    Yes, beta17 will most likely be the last beta version before the release.

    @catacomber
    Not yet, next thing is the active time battles (with a detour to combatant spawners and random battles) - after that we'll get to the real time battles :)

    @AbsoluteZero
    You can test it >anytime< :)

    @nasos_333
    I guess we're talking ORK 1?
    I'd recommend decreasing your icon size ... also I'm afraid there is no option to only display the icon in ORK 1.
    Regarding the selection problem I'd need some more details on your settings - are you using a 'selected GUISkin' in the dialogue position?
     
  31. Jelly-Paladin

    Jelly-Paladin

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    Super excited to play with the console text options! And even just to understand everything that will be possible with them. =)
     
  32. nasos_333

    nasos_333

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    Thanks for the clarifications

    I am using a GUI skin for the selected indeed, the default one used in ORK changed a little bit.

    Another question, when i upgrade to 1.2.7, should i erase the whole RPGKit directory first or just import what is shown in the import screen over the old ? (less files than the complete pack)
     
    Last edited: Nov 26, 2013
  33. Catacomber

    Catacomber

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    @nasos_333---If you're upgrading ORK!, from my experience, just import what is shown.

    I wouldn't dare erase anything --you could lose stuff---and you should back up your project first---of course, you know that.

    When I just imported what was shown, I got one empty Resources file when I updated like that and you can just delete that---but look at it first to make sure it's empty. : )

    For me, updating like that, everything is working all right. I really don't think you want to delete your whole RPG kit directory. Just import the update. Backing up first of course. : )
     
    Last edited: Nov 27, 2013
  34. nixter

    nixter

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    Congrats to Ultra Runaway Games on the release of Paper Sorcerer! Now available on the developers website, Gamers Gate and receiving positive reviews:

    Rock, Paper, Shotgun - "The visual style is striking, superbly clever in its minimalism, while still feeling sleek."

    PC Gamer - "It's a first-person, turn-based indie RPG with one hell of a striking visual style."

    Made with ORK1! :D
     
  35. nasos_333

    nasos_333

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    Thanks lots for the tips, i did it that way and you just eased my mind :)

    Everything seems to be working fine so far and was easy to redo my code changes in the AI and motion cs files, so all went well

    I had the project backed up in 3 different places before i did that BTW :), it was crazy that a few hours after the backup something got corrupted and i could not open the project, thankfully the backup saved the day

    Looks really unique, great job :)
     
  36. Martin Aitken

    Martin Aitken

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    Great asset! Is it compatible with Photon for multiplayer games?
     
  37. GrumpyOldMan

    GrumpyOldMan

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    Cool thanks, it's been a long haul. I meant to post about it on the Unity forums but I've so busy with the release, promotion, feedback, bug fixes, and the Greenlight.
    ORK's been a great tool, wouldn't have been able to make my game without it. Hopefully it'll get more attention once ORK2 is out.
     
  38. nixter

    nixter

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    Nope. Single player only. And without full code access you would be unable to build multiplayer yourself.

    Check out Zerano's RPG Kit 2.0 and his Multiplayer Kit. He's a good developer who focuses on multiplayer RPG engines using Photon.
     
  39. AMO_Noot

    AMO_Noot

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    Paper Sorcerer is looking nice, dude. I wish you luck in getting it Greenlit!
     
  40. Catacomber

    Catacomber

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    Congratulations! Paper Sorcerer! (I mean GrumpyOldMan). : ) I love your game!!!! Can't wait for the Android and iOS versions!
     
  41. gamingislove

    gamingislove

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    ORK Framework beta16 released

    The next big update is here: >release notes<

    In short:
    - new Console System
    - new Random Battle Areas
    - new simply Camera Event for scenes
    - lots of other stuff!

    With beta16 released, we're nearing the end of the beta phase - beta17 will most likely be the last beta (at least big beta, there may be some 16a or 17a releases :D).
    Beta17 will be released in 1-2 weeks, after that about 1-2 weeks for preparations for the final release ... so, yeah, 2-4 weeks until official release!

    More details on beta17 and the release later ... but that's not all!


    New game tutorial

    Yay - this time it's about Active Time Battles and Random Battle Areas, read more >here<.

    The next game tutorial will cover combatant spawners, which will also bring us to move AIs :)



    @nasos_333
    Never delete the ORK folders .. never! That will break your stuff :D

    @Martin Aitken
    No multiplayer support out of the box, you'd have to script that yourself.

    @GrumpyOldMan
    Also congratulations from me (again :D) - feel free to post it in the ORK Community showcase as well!
     
  42. AMO_Noot

    AMO_Noot

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    Awesome, thank you for the fixes especially. :D
     
  43. cynel

    cynel

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    nice Hopefully after final release you could do some R&D on integrating UMA into ORK.
     
  44. Catacomber

    Catacomber

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    Look at the kickstarter video---

    It sets out how he developed it and how he made use of some very good ORK1 features.

    http://www.kickstarter.com/projects/2088045881/paper-sorcerer

    It's very engaging. Not just the kickstarter video but the game itself.

    I love it. And it's made with ORK1. : ) He did a lot of very complicated things with it. Just take a look.

    It's too late to support it on kickstarter cause it's released but please buy it. : ) It's not expensive and is worth every buck.

    If it only let's you see what you can do with Unity and ORK1, it's really very engaging.

    And the graphics are great.

    And I've enjoyed playing it.

    I think he should get great hurrahs for being the first to make a successful game with ORK1.

    I dont' think there are any other Unity editors out there that have generated a successful game.

    Correct me if I'm wrong.

    Anyway, you deserve the best, UltraRunAway. : ) That is GrumpyOldMan. : )
     
    Last edited: Nov 30, 2013
  45. Shadow_Fire

    Shadow_Fire

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    He truly deserve the best. Wish he would had told us sooner. We would had went and back him up too! Great job, you grumpy old man.
     
  46. gamingislove

    gamingislove

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    New game tutorial
    Learn more about combatant spawners and the move AI in the newest >game tutorial<.

    The next tutorial will cover damage dealers and damage zones - a different way to deal damage. We'll use them for the upcoming real time battles :)
     
  47. cynel

    cynel

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    cant wait
     
  48. Catacomber

    Catacomber

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    Looking forward to the real time battles tutorial. : )

    I hope you don't need to use damage dealers and damage zones alone for real time battles. Hoping there are still battle areas and something like calculate in battle animations. I'm using first person and damage dealers really haven't worked for me in first person. But Battle Areas and calculate damage in Battle Animations work fine. : )
     
    Last edited: Dec 1, 2013
  49. Catacomber

    Catacomber

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    Sep 22, 2009
    Posts:
    682
    Help Paper Sorcerer made with ORK1 get on Steam----vote for it

    http://steamcommunity.com/sharedfiles/filedetails/?id=196265145

    If you're an indie--not a major--game developer--you need votes in Green Light to get on Steam. Paper Sorcerer deserves a lot of votes and deserves to be on Steam!

    Spread the word to your friends and on instagram, Facebook and twitter!

    I love Paper Sorcerer. Please vote for it!!!

    I took a vacation from my game-making to play it and I think it deserves all the kudos it's gotten.

    It was interesting to see how he made use of the ORK1 game-making possibilities. It's really well done.
     
    Last edited: Dec 1, 2013
  50. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Paper Sorcerer is even getting attention by an austrian newspaper :D
    They have a monthly series about the most interesting indie games: >link<


    Beta17 news
    The final beta is already in develoment - details >here<.