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Update on RPGAIO 2.0
Forum: Announcements
Last Post: ccf
12-20-2018, 03:23 PM
» Replies: 59
» Views: 7,656
GUI Look
Forum: Questions, Queries and Help
Last Post: Wrofir
11-18-2018, 11:20 PM
» Replies: 1
» Views: 206
Flashing after dialogue
Forum: Bug Report
Last Post: Wrofir
10-30-2018, 11:34 PM
» Replies: 0
» Views: 176
Awesome "Choose Next" Swi...
Forum: Tips and Tricks
Last Post: Wrofir
10-22-2018, 01:42 AM
» Replies: 3
» Views: 458
psuedo hitbox, AI ideas, ...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-12-2018, 07:09 PM
» Replies: 1
» Views: 334
Try these custom Combat n...
Forum: Tips and Tricks
Last Post: maniak
10-12-2018, 10:38 AM
» Replies: 3
» Views: 368
Random number nodes
Forum: Tips and Tricks
Last Post: maniak
10-12-2018, 10:16 AM
» Replies: 3
» Views: 501
Coffee Simulator
Forum: Showcase
Last Post: Wrofir
10-05-2018, 04:42 PM
» Replies: 4
» Views: 1,150
How to determine the Weap...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-05-2018, 04:22 PM
» Replies: 3
» Views: 487
Giving an NPC an item and...
Forum: Questions, Queries and Help
Last Post: Wrofir
10-03-2018, 01:41 AM
» Replies: 1
» Views: 308

  Dialog Camera Feature
Posted by: magique - 09-04-2018, 05:45 PM - Forum: Feature Request - Replies (1)

It's probably possible right now with a lot of complicated camera manipulations, but I would like to see a single node option for this. Or even a game option that can be toggled so that no nodes have to be defined at all. The idea is that when the player enters dialog mode that the camera zooms in on the NPC and looks at him up close. Perhaps there would be parameters to specify how close to get. It might be useful to also insure that the NPC rotates to correctly face the camera head on.

This feature is built into the Dialogue System by Pixel Crushers and is really nice.

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  Event retriggers after switching scenes
Posted by: jason - 09-04-2018, 12:33 PM - Forum: Bug Report - Replies (4)


I set up an event which runs a cutscene.  This cutscene should only play once.  I've unchecked "Allow Retrigger", but when I switch scenes and come back, the event triggers again.  Is there currently a way to persist this state across scenes?


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  Mobile control problem / RPGAIO 1.5.2
Posted by: VVocach - 09-03-2018, 06:44 PM - Forum: Bug Report - Replies (4)

hey is anyone could manage to overcome this issue
when you activate the mobile input control 
when i drag the controller up and down left right
it does not play the run / walk animation properly

look at the animated gif
please i need a fix ASAP i'm working on a mobile project

[Image: giphy.gif]

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  Show XP Gained from Quest Completion
Posted by: magique - 09-03-2018, 05:13 PM - Forum: Feature Request - No Replies

When enemies are killed there is a popup text that appears on screen showing XP gained such as +50 XP. When I created a quest that accrues experience points I had thought that I'd see this same popup text showing how much experience was earned when a quest completed but it doesn't. It would be a nice feature to have the XP gained popup appear when quests are completed.

Sorry, I see now that this feature is already working. I don't know why I wasn't seeing it initially.

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  NPC/Enemy Name UI and Health Options
Posted by: magique - 09-03-2018, 05:07 PM - Forum: Feature Request - No Replies

I would like to see an option to turn on/off an NPC or Enemy name UI so that the player can see the name above the character's head just like we see the health bar. Also, I think it should be optional to have the health value and healthbars. I want to have a health bar, but I really don't want the value showing. Right now I'm just deactivating it on my enemies, but an option would be nice.

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  [SOLVED] Custom scripts
Posted by: Heimkind - 09-01-2018, 11:54 PM - Forum: Questions, Queries and Help - Replies (3)

Serious question I must have an answer to it.

I saw today a worrying review on the asset sale page. Some guy mentioning about custom scripts

Quote:Remember how I said that you don't have to write code which gives you a fast start? Well, get knee deep in your own project and try to implement any idea you have outside of this framework and see how that works for you; even if you have coding experience (which this solution sells itself as a no-code solution), it will take significant time to tweak or customize anything because all the scripts are written for this specific framework; it is not even trying to be modular and not something that you can pick and choose what you want as I really wanted his inventory, quest, and NPC system but cannot just grab to use in my game because you instantiate everything through his framework tools, not from your assets folder or through the hierarchy.

Basically custom scripts made outside doesn't collaborate with the framework. 

I could assume that his code is simply bad or he tried to connect the dots of some other asset that he didn't write, to the RPGAIO framework. Since I have no idea what he actually tried to do, I'll ask straight this.

Long Example Question: Would it be possible to use a certain variable from the framework, for instance, amount of money, and use this as a connection to another script outside the framework, that uses functions to buy property and sending back another int value back to the player's amount of gold, after calcuating a new amount of money after purchase ?

Real Question: How modular and accessable is it to enchance our projects with custom made scripts outside the framework (not refering to purchasable 3rd party assets from any stores), that also makes use of the framework's variables ? Or is it already considered as 'hacking' ?


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  Using Skill Issue
Posted by: magique - 08-31-2018, 03:32 PM - Forum: Questions, Queries and Help - No Replies

I've just completed the tutorial on creating a skill and I made it a Fireball just like the video. It works for the most part, but I notice that if I assign it to a quick bar slot and I press the '1' key that the character adjusts position based on the mouse cursor and the projectile fires in that direction. Now that's not too bad and is quite nice actually when you want to just point at the target and press '1' to fire. However, if I decide to just click the fireball slot on the bar then it takes that as the position to fire the attack and the character turns left and fires at nothing.

Is there some way, without hacking code, to ensure that the character keeps his facing when the quick slot is clicked to activate a skill?

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  A few questions.
Posted by: DimasjkTV - 08-29-2018, 11:40 AM - Forum: Questions, Queries and Help - No Replies

Sorry for newbie questions!

1. Do not show attributes on sockets. (Screen 1 and 2) Its bug or what? How can i insert sockets into items?
2. Do not show craft on Crafting. (Screen 3 and 4) How to fix it?
3. Do not show combat text. (Screen 5 and 6) Bug?
4. How can i hide hair when equip helm? 

using System.Collections;

using System.Collections.Generic;
using UnityEngine;

public class HideHair : MonoBehaviour

    GameObject helm;
    GameObject hair;

    // Use this for initialization
    void Update()
        hair = GameObject.Find("hair09");
        helm = GameObject.Find("HelmetSlot");
        if (helm != null)
5. Will mobile controller be fixed in 2.0?
6. How can i do random stats on items when it drop from monsters? Is this possible with this plugin? 

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  Date/Time Synchronization
Posted by: magique - 08-28-2018, 05:43 PM - Forum: Questions, Queries and Help - No Replies

I use the Azure sky system, which has time of day as well as weather systems per day. So, if my game is going through day/night cycles and I save the game then I also need to save the date and time so that I can restore my weather system. Is this possible with the current version or with 2.0? If there is a way to receive a callback when the game is saved then I could store the date/time myself in PlayerPrefs, but other than that I don't see how it can be done.

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  Hide Cursor Option in Mouse Movement Mode
Posted by: magique - 08-28-2018, 05:27 PM - Forum: Feature Request - No Replies

I'd like to have the option to hide the cursor when the player is holding both mouse buttons down for movement.

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