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Latest Threads
Update on RPGAIO 2.0
Forum: Announcements
Last Post: Dreamer
10-16-2018, 08:17 PM
» Replies: 34
» Views: 1,907
Awesome "Choose Next" Swi...
Forum: Tips and Tricks
Last Post: maniak
10-16-2018, 09:36 AM
» Replies: 0
» Views: 14
psuedo hitbox, AI ideas, ...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-12-2018, 07:09 PM
» Replies: 1
» Views: 48
Try these custom Combat n...
Forum: Tips and Tricks
Last Post: maniak
10-12-2018, 10:38 AM
» Replies: 3
» Views: 83
Random number nodes
Forum: Tips and Tricks
Last Post: maniak
10-12-2018, 10:16 AM
» Replies: 3
» Views: 60
Coffee Simulator
Forum: Showcase
Last Post: Wrofir
10-05-2018, 04:42 PM
» Replies: 4
» Views: 606
How to determine the Weap...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-05-2018, 04:22 PM
» Replies: 3
» Views: 98
Giving an NPC an item and...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-03-2018, 01:41 AM
» Replies: 1
» Views: 87
Event Rotation Bug
Forum: Bug Report
Last Post: Wrofir
10-03-2018, 01:15 AM
» Replies: 0
» Views: 61
Currency
Forum: General Discussion
Last Post: EGGS
09-29-2018, 04:52 PM
» Replies: 2
» Views: 1,012

 
  Awesome "Choose Next" Switch/Case nodes
Posted by: maniak - 10-16-2018, 09:36 AM - Forum: Tips and Tricks - No Replies

I have created a set of multi-path nodes that work sort of like a Switch/Case statement
The nodes are called 'Choose Next By Value'

I created 4 variations that handle from 2 to 5 different Case values.
The nodes take an Integer input and then follow a next node path depending on the comparison with Case values.

Here is an example of an NPC dialog that makes random statements by using a Choose Next By Value 3 Case node which allows 3 Case values and an Else (so 4 output paths) - this example is also using my Add Random Integer node 
   

Without these new Random and Choose nodes you would have to chain several Random true/false nodes together to get the same results.


Important: You need to change the file extensions to ".cs" (I had to upload them with the extension ".txt" because ".cs" files are not accepted)

Caution
Backup your GameData just in case something goes wrong and corrupts your configuration. 
If something does go wrong, delete the new node files from your project and restore your GameData backup.

How To Install
You can install these nodes by placing the class files in your project.
In my case I created a new folder called 'Custom' in this location: Assets/RPGAIO/Scripts/RPGMaker/Nodes/Custom
You can put them somewhere else if you like ... but I didn't test it.

*Don't forget to change the extension*



Attached Files
.txt   Choose2Int.txt (Size: 2.71 KB / Downloads: 0)
.txt   Choose3Int.txt (Size: 2.71 KB / Downloads: 0)
.txt   Choose4Int.txt (Size: 2.71 KB / Downloads: 0)
.txt   Choose5Int.txt (Size: 2.71 KB / Downloads: 0)
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  psuedo hitbox, AI ideas, Notes
Posted by: Wrofir - 10-12-2018, 09:04 AM - Forum: Questions, Queries and Help - Replies (1)

Hey... I had this idea of creating a bit more dynamic combat with a work around that uses short, fast projectiles and a melee attack animation to create hitboxes. Also to get around the legacy animations limitations, of perhaps having an event run that is timed to the animation and 'pushes' the player character X distance, and shoves the enemy back on hit... So you'd have a pseudo action rpg...
I'm currently using projectiles for pretty much everything. Even AOE is a large, immobile projectile.

The downside is I don't think this works with the default attack. It'd only work with skills.

Going to try this out soon, but I'm currently working on questing/cutscenes and making sure that all works first.

Second Idea :

Simulating dynamic AI by having skills that run a "move NPC" after spawning a movement game object. So essentially you could have a "retreat" skill that generates a node behind the NPC that they will then move to as their action. This way AI will do more than move-to and attack with current version.
Will also test this idea soon.

Other notes :
I'm inclined to ditch the default melee attacks anyway... With skills I can add delays so people can't animation cancel like you can with default. If you move during an attack animation it will cancel the animation in favor of movement. I really want to find a way to prevent that.
Also AI have a hefty delay between attacks and movement/ updating their pathing. Which can be easily exploited. I currently have no solution to this. They can be easily outran, even if they are faster, and have ranged attacks.

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  Random number nodes
Posted by: maniak - 10-10-2018, 10:30 AM - Forum: Tips and Tricks - Replies (3)

Here are a couple more nodes that produce a Random Int or Random Float and add the value to another node.


Important: You need to change the file extensions to ".cs" (I had to upload them with the extension ".txt" because ".cs" files are not accepted)

Caution
These nodes should not have any side-effects but just in case you should backup your GameData file before using them
If something does go wrong, delete the new node files from your project and restore your GameData backup.

Random Float
Outputs a random Float value between the min and max, and adds it to the target node value
   

Random Int
Same as above except it produces an Integer instead of a float.
   



How To Install
You can install these nodes by placing the class files in your project.
In my case I created a new folder called 'Custom' in this location: Assets/RPGAIO/Scripts/RPGMaker/Nodes/Custom
You can put them somewhere else if you like ... but I didn't test it.

*Don't forget to change the extension*
   



Attached Files
.txt   RandomFloatNode.txt (Size: 1.36 KB / Downloads: 3)
.txt   RandomIntNode.txt (Size: 1.36 KB / Downloads: 3)
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  Try these custom Combat nodes
Posted by: maniak - 10-07-2018, 10:15 AM - Forum: Tips and Tricks - Replies (3)

Hi everyone

I have created some custom Combat nodes to add some functionality that I needed.
You can try them out and see what you think.
The class files are attached to this post.

Important: You need to change the file extensions to ".cs" (I had to upload them with the extension ".txt" because ".cs" files are not accepted)

Even More Important:
Backup your GameData just in case something goes wrong and corrupts your configuration. 
I did this to myself accidentally while making them - lucky I always backup  Dodgy 
If it happens to you, I apologise...delete the new node files from your project and restore your GameData backup. You might not be able to use them, sorry.


Choose Player Weapon
This node checks the current Player weapon (main hand or offhand) to determine the next path.
Each Weapon Type has its own next node path, it should work with any number of Weapon Types but I didn't try to find if there is a maximum number.
I am using it to have different combat bonuses based on the weapon type.
   


Player Weapon Type Check
This node allows you to compare the players weapon type against the selected type with a True or False path.
This is basically a fixed version of the Main and Offhand Weapon Type Check nodes that don't currently work.
The fix for those is minor, but I thought I'd combine the functions into a separate node to avoid problems if the original nodes are updated.
   


How To Install
You can install these nodes by placing the class files in your project.
In my case I created a new folder called 'Custom' in this location: Assets/RPGAIO/Scripts/RPGMaker/Nodes/Custom
You can put them somewhere else if you like ... but I didn't test it.

*Don't forget to change the extension*

   



Attached Files
.txt   ChoosePlayerWeapon.txt (Size: 3.12 KB / Downloads: 4)
.txt   PlayerWeaponType.txt (Size: 1.81 KB / Downloads: 4)
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  Event Rotation Bug
Posted by: Wrofir - 10-03-2018, 01:15 AM - Forum: Bug Report - No Replies

I started a cutscene event that triggers on collision, the first thing that happens is "Object move-to" which works fine, but then "Object rotate to position" winds up leaving the player character spinning in circles without ever moving on to the next part of the event. If I turn off "Smooth move" The character just doesn't rotate.


This problem isnt present if you clear player prefs. For some reason it only happens if you start in that scene.. the rest of the event works fine though.

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  Update on RPGAIO 2.0
Posted by: logicspawn - 10-01-2018, 05:59 PM - Forum: Announcements - Replies (34)

Hi everyone,

I understand a lot of people are upset about the progress on RPGAIO 2.0, and I completely understand. I still believe RPGAIO currently is a powerful toolkit, but I know that even better things were promised in 2.0 so I can understand how people are frustrated. Unfortunately, things are just out of my control regarding this update. I'll be more transparent in this post about where issues are arising and what to expect in the future. RPGAIO 2.0 will likely be split into smaller updates until I can release everything promised.

Initially, RPGAIO 2.0 was developed as my own RPG toolkit for developing games and I decided to share what I believe is a powerful tool for others to use at a reasonable price. What took 1000's of hours of development time is available for $50, and unfortunately, the time spent on updates is not being reflected in sales at the moment. We recently had a week-long sale and I had hoped that it would provide enough revenue to allow me to focus on RPGAIO and have it done by the end of September, however, this was not the case. Recently I just have not been able to make RPGAIO my primary source of income and so time has been needed to focus on other projects and pursue alternative income streams. Earlier on in the project, I ran a Patreon page hoping that current users could provide some stability to the revenue earned from RPGAIO, but this, unfortunately, fell through.

What I want to make clear however is this, RPGAIO is still my project and something I will continue to use when the time is right to develop my RPG game(s) so I will not stop working on it - so just to clarify, I am not cancelling, deprecating, or abandoning this project - but the update is delayed and will not be split into smaller update - but unfortunately the timeframe for 2.0's release is just unpredictable.

As mentioned above, I am considering making some changes to the planned update and releasing all the planned features in smaller chunks. I will also be looking into modularising some aspects of the toolkit as separate assets to improve the revenue stream I receive from the Asset Store which will allow me to focus on it more. Ideally, I want to have RPGAIO and other assets as my primary source of income, then I will be able to focus on those assets as opposed to having to work multiple projects to stay afloat.

No one is more disappointed than myself, I have big plans for RPGAIO but as it stands, I don't have the time to meet expected deadlines.

Again, apologies for the disappointment this announcement is likely to bring, but I will continue to work on it and have it out as soon as I can.

I ask that you kindly keep any responses reasonable, and take into account what I have posted above.

Kind Regards,
LogicSpawn (Dextero Solutions)

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  How to determine the Weapon Type in the Combat node configurator?
Posted by: maniak - 10-01-2018, 11:39 AM - Forum: Questions, Queries and Help - Replies (3)

Hi

I want to have different attack damage calculations for different types of weapons (Sword, Bow, Mace, etc) but I can't seem to get the 'Main Weapon Type Check' node to work.

The only node that looks like it can output a 'Weapon Type Definition' is the 'Get Node Chain Value' node but I can't get it to work.
It just says 'None Found'.

Has anyone got an example of this?

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  Uma
Posted by: ppmpyae11 - 09-28-2018, 06:49 AM - Forum: General Discussion - Replies (1)

Can I use UMA as my player character instead of mekinom?

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  Currency
Posted by: ppmpyae11 - 09-28-2018, 06:40 AM - Forum: General Discussion - Replies (2)

I want to know that if I can make my players buy  items with the currency,let npc and monsters fall  the currency created by this asset.

https://assetstore.unity.com/packages/to...nager-2202

Thanks

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  IAP
Posted by: ppmpyae11 - 09-26-2018, 10:54 AM - Forum: Questions, Queries and Help - Replies (1)

I want to add IAP to my rpg.But when I look for some assets for iap in unity,they said that if I want to validate IAP I have to give them the ID of my game object that I want to sell.So any help to sell gold to buy items from vendors?

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