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Re: RpgKit Problem

Posted: Sat Nov 14, 2015 9:41 am
by Tony Li
Hi Wiola - I'm glad everything's working well! If you notice any issues or have any new feature requests, just let me know!

Hi Terry - Let's focus on getting the support package working. That way you won't have to edit RPGKitDialogueUI.cs. Try this:

1. Update to the latest RPG Kit Lite on the Asset Store. This is the version I tested with.

2. Inside the folder Dialogue System/Third Party Support, delete the subfolders ICode and RPG Kit.

3. Follow steps 1-3 of RPG Kit Setup. If you still get compiler errors, stop and reply here with the errors.

4. If you want to test out the example database, also follow steps 4 and 5. I noticed in RPG Kit Lite that the Barker character's state machine was unassigned after importing. To fix this, select the Barker in the scene and assign the state machine Dialogue System/Third Party Support/RPG Kit/Examples/State Machines/Bark StateMachine.

Re: RpgKit Problem

Posted: Sat Nov 14, 2015 9:55 am
by wioluskaelk
And from me, the simplest quest, wchich is working with newest RPG Kit and Newest Dialogue System and newest packs:
Dialogue Data Base:
https://screencloud.net/v/4fGv
Variable:
https://screencloud.net/v/uKnW
StateMachine
https://screencloud.net/v/gKq3
Converser:
https://screencloud.net/v/Y8
And Part of conversation,
https://screencloud.net/v/k6kF (the rest conversation is On youtube on tutorial pixelcurshers, and the conv. working)

Re: RpgKit Problem

Posted: Sat Nov 14, 2015 11:34 am
by terrymorgan
I get the same error
Assets/Dialogue System/Third Party Support/RPG Kit/Scripts/UI/RPGKitDialogueUI.cs(18,37): error CS0234: The type or namespace name `UIMessage' does not exist in the namespace `Unitycoding'. Are you missing an assembly reference?

I didn't install the 11-6 support package, only the 1.5.7a
Now I notice there's 'no fullscreen camera' in main level or level 1 or any player character, 311 is 479MB
the 31 was 611MB.

Re: RpgKit Problem

Posted: Sat Nov 14, 2015 11:41 am
by Tony Li
Terry - please follow these steps exactly:

1. Update to the latest RPG Kit Lite on the Asset Store.

2. Inside the folder Dialogue System/Third Party Support, delete the subfolders ICode and RPG Kit.

3. Import the package Dialogue System/Third Party Support/ICode Support.

4. Download THIS package: RPGKit_Support_2015-11-13.unitypackage (it's also on the Extras page) and import it.

5. Open your project's Build Settings. Remove the Loading scene. Add the new Loading scene in Dialogue System/Third Party Support/RPG Kit/Examples.

6. Open the Loading scene (the one in Dialogue System/Third Party Support/RPG Kit/Examples) and assign your dialogue database to the Dialogue Manager.

You're all set.

Re: RpgKit Problem

Posted: Sat Nov 21, 2015 1:09 pm
by Demonith
Did the saving quests done for RPG Kit ?

Re: RpgKit Problem

Posted: Sat Nov 21, 2015 5:51 pm
by Tony Li
Demonith wrote:Did the saving quests done for RPG Kit ?
Yes, but currently the saved quest states apply to all of your characters. In the next release, each character will save its own quest state individually. This won't require any change on your part; it will happen under the hood.

Re: RpgKit Problem

Posted: Sun Nov 22, 2015 9:34 am
by Demonith
When we can expect the new release because for me its not worth saving to all players :( still good job man good job !

Re: RpgKit Problem

Posted: Sun Nov 22, 2015 10:44 am
by Tony Li
Demonith wrote:When we can expect the new release because for me its not worth saving to all players :( still good job man good job !
I'll try to have it ready within a week. I figure everyone can continue to develop their games with the current package, since nothing will change on the end-developer side; with the upcoming update, characters will just start to save their own quest states under the hood.

Re: RpgKit Problem

Posted: Sun Nov 22, 2015 10:28 pm
by Tony Li
Character-specific saving and loading is now in the RPG Kit Support 2015-11-22 package, which you can download on the Dialogue System Extras page.

This update also adds an RPG Kit Store Trigger No Out Of Range Message component. This is the same component as RPG Kit's Store Trigger except it doesn't show a "too far" message when you click on the NPC. Use it when you want to set the store trigger's distance to 0 to allow the RPG Kit Conversation Trigger to grab control first, like the example Converser NPC.

Re: RpgKit Problem

Posted: Thu Nov 26, 2015 1:33 pm
by terrymorgan
My notes on RPG kit 311. Tony, if I add a 2d portrait, will it show up, if so, where?

https://sites.google.com/site/terrymorg ... t_lite_311