Kirb

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Kirb
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  • It's been awesome watching the evolution of ORK. Looking forward to another 7 years. :)
  • Another weird one; for some reason, my Player combatant does not spawn after loading a save, but only if I'm saving Makinom data on the ORK side of the plugin. Disabling Makinom Save Data will respawn the Player as normal. My Player combatant in ORK…
  • Here's a weird one: I cannot harm combatant enemies spawned by a spawner with Delay of 1 or above. If there is no delay, the combatant works as normal, and the Player can harm it as normal.
  • Update 3: I fixed it somehow. I'm not sure why it started working again when I disabled and reverted my gamestarter prefabs, but it did. The only other issue was the strange requirement that I tap the accept button before it actually continued. T…
  • I'm running into an issue with loading save games with the newest version! When I use the Continue node, it doesn't load the new scene or anything, it just hangs with no errors in the console. Player remains dead. If I replace the Continue node w…
  • Oh dang, the Read/Write Text file nodes seem like they could come in super handy. Great to have the custom pooling solution here in Makinom as well. :D
  • Cheers GiL! Looks like a great update. :D The ability to use a custom pooling solution is super useful, and a big thanks for the Button OnClick() events.
  • @gamingislove we're running a few different things at once in our custom player controller; we ended up calling the HasBeenDamaged event via code in another script rather than leaving it to the Damage Zone!
  • @gamingislove Do you mean changing the 'HasBeenDamaged' event inside of the Damage Zone via code whenever we toggle Block Damage via code during runtime? I *think* we tried that... Right now we're using the one Damage zone for the Player and toggli…
  • Having the option to call a different event when the character is NOT damaged would be super handy. Right now even if the damage is blocked via the toggle, it still calls the same event.
  • D'oh, that would do it. :P Any chance we could get the option to send events to custom buttons in the future? That would allow us to whip up more elaborate setups with the custom button prefabs. (in this particular case, I was trying to hook up SFX…
  • @Machal The issue with 2017.2x is on Unity's end; not ORK's, unfortunately. https://issuetracker.unity3d.com/issues/guilayout-dot-selectiongrid-clears-focus-from-other-controls-if-input-content-array-changes The fix is currently 'in review', whate…
  • @gamingislove Wow, somehow it completely slipped my mind late last night that it was even an option to just do it via Unity events. Thanks for reminding me! I do have a second question though, regarding using the Button UI. What event does ORK a…
  • Big ORK and Makinom QoL request: I can't remember if this was discussed or not, but Middle-mouse drag in the Event and Schematic editors in order to move the viewport around rather than using the scroll bars would be amazing useful for when you have…
  • Additional tiny Feature Request for Save Menus: When confirming to save a game and ORK saves to a slot, it'd be good if we could put in an extra SFX for the actual act of Saving/Loading so you can get a nice little fanfare SFX when you actually sav…
  • Haha, I was just about to ask about the not-spawning-dead-player-on-Continue weirdness now that I'm prototyping save menu stuff. Glad that it's already on GiL's radar.
  • Sure thing, this week I'll try to strip the project down and send ya one.
  • Another request, unless I'm just dumb and didn't see the option: For Icon bars in HUDs, having the option to limit how many icons you can have in a row; and then creating another column/row beside/below/above/etc them. Using Zelda as an example f…
  • I'll second Hellwalker here and suggest buying a 2D controller and bridging it to ORK. I believe GiL is finishing up an ORK-Corgi Engine integration plugin as well, which should help. Usually these 2D controllers are fairly basic and will require …
  • Hmm.. I think I might still run into the calculation order issue. OF is gonna be an upgradable stat, so it would need to change dynamically with whatever the current maximum is, as well. Pleased as punch to have it all working as it should and wit…

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