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2D RPG Quickstart

30
  • START 2D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 2D RPG Quickstart

3D RPG Quickstart

30
  • START 3D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 3D RPG Quickstart

Status System Setup

24
  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

53
  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

20
  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

17
  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

10
  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Animating Target Selection
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

16
  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Battle Actions HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

13
  • 2.5D Setup
  • Body Part Weakpoint
  • Click Attack
  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Local Multiplayer
  • Multi Interaction Controllers
  • Target Selection Lines
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 3D RPG Playground
  • CRAFT 02 Crafting Recipes
View Categories

CRAFT 02 Crafting Recipes

In this tutorial we’ll set up crafting recipes.

This tutorial continues the sub-series for setting up crafting.

We’ll use the items we set up as ingredients to create various potions and equipment.

Learn more about the crafting system in this documentation.

Crafting Types #

First, we’ll set up crafting types for our different kinds of recipes.

Navigate to Inventory > Crafting Settings & Types, we’ll change the Default type and add additional types.

Potions #

  • Name
    Set to: Potions
  • Description
    Set to: Create potions.
  • Sprite (Icon)
    Select icons_61.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Crafting Type Settings #

  • Item Type
    Select Recipes.

Weapons #

Copy the Potions type, so we don’t have to set up the item type again.

  • Name
    Set to: Weapons
  • Description
    Set to: Craft weapons.
  • Sprite (Icon)
    Select icons_481.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Shields #

Copy the Weapons type.

  • Name
    Set to: Shields
  • Description
    Set to: Craft shields.
  • Sprite (Icon)
    Select icons_39.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Armor #

Copy the Shields type.

  • Name
    Set to: Armor
  • Description
    Set to: Craft armor.
  • Sprite (Icon)
    Select icons_2.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Accessories #

Copy the Armor type.

  • Name
    Set to: Accessories
  • Description
    Set to: Craft acessories.
  • Sprite (Icon)
    Select icons_20.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Potion Recipes #

Next, we’ll set up crafting recipes – we’ll start with the potions.

Navigate to Inventory > Crafting Recipes, we’ll change the Default recipe and add additional recipes.

Potion Recipe #

This recipe will create a simple potion out of an empty bottle and a strange liquid.

  • Name
    Set to: Potion Recipe
  • Description
    Set to: Creates a potion.
  • Sprite (Icon)
    Select icons_164.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings #

  • Crafting Type
    Select Potions.

Ingredients #

The ingredients define the items that are needed to create the outcome.

Click on Add Ingredient.

  • Item
    Select Empty Bottle.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Click on Add Ingredient.

  • Item
    Select Strange Liquid.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Outcome #

The outcome defines what will be the result of the craft.

Click on Add Outcome.

  • Item
    Select Potion.
  • Quantity
    Select Value > Value.
    Set the value to 1.

High Potion Recipe #

Copy the Potion Recipe – we’ll adjust a few things. The high potion requires 1 empty bottle and 3 strange liquids.

  • Name
    Set to: High Potion Recipe
  • Description
    Set to: Creates a high potion.
  • Sprite (Icon)
    Select icons_167.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 1 #

The high potion will require 3 strange liquids instead of 1.

  • Quantity
    Select Value > Value.
    Set the value to 3.

Outcome #

  • Item
    Select High Potion.

Magic Potion Recipe #

Copy the Potion Recipe again. The magic potion requires 1 empty bottle, 1 strange liquid and 1 slime.

  • Name
    Set to: Magic Potion Recipe
  • Description
    Set to: Creates a magic potion.
  • Sprite (Icon)
    Select icons_155.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients #

Click on Add Ingredient.

  • Item
    Select Slime.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Outcome #

  • Item
    Select Magic Potion.

Super Potion Recipe #

Copy the Magic Potion Recipe. The super potion requires 1 empty bottle, 3 strange liquid, 1 slime and 1 bone.

  • Name
    Set to: Super Potion Recipe
  • Description
    Set to: Creates a super potion.
  • Sprite (Icon)
    Select icons_155.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 1 #

  • Quantity
    Select Value > Value.
    Set the value to 3.

Click on Add Ingredient.

  • Item
    Select Bone.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Outcome #

  • Item
    Select Super Potion.

Revive Potion Recipe #

Copy the Magic Potion Recipe again. The revive potion requires 1 empty bottle, 1 strange liquid and 1 bone.

  • Name
    Set to: Revive Potion Recipe
  • Description
    Set to: Creates a revive potion.
  • Sprite (Icon)
    Select icons_173.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 2 #

  • Item
    Select Bone.

Outcome #

  • Item
    Select Revive Potion.

Antidote Recipe #

Copy the Revive Potion Recipe. The antidote requires 1 empty bottle, 1 strange liquid and 1 venom.

  • Name
    Set to: Antidote Recipe
  • Description
    Set to: Creates an antidote.
  • Sprite (Icon)
    Select icons_174.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 2 #

  • Item
    Select Venom.

Outcome #

  • Item
    Select Antidote.

Cough Drops Recipe #

Copy the Antidote Recipe. The cough drops requires 1 empty bottle, 1 strange liquid and 1 bat wing.

  • Name
    Set to: Cough Drops Recipe
  • Description
    Set to: Creates an antidote.
  • Sprite (Icon)
    Select icons_174.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 2 #

  • Item
    Select Bat Wing.

Outcome #

  • Item
    Select Cough Drops.

Weapon Recipes #

We’ll continue with the weapon recipes – keep adding new crafting recipes.

We don’t set up recipes for the standard equipment and start with the next round of equipment.

Dagger 2 Recipe #

Add a new crafting recipe. The dagger 2 requires 1 wood and 1 iron.

  • Name
    Set to: Dagger 2 Recipe
  • Description
    Set to: Crafts a dagger.
  • Sprite (Icon)
    Select icons_408.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Tip!

Want to add the description of the crafted item to the recipe’s description?

Use text codes for this – you can easily add text codes for the correct item using the buttons above the text field you’re editing.

Click on More to show more options and select Data – this shows all available data, data entries and their text codes.

Select Equipment in the first popup, Dagger 2 in the 2nd popup and Description in the 3rd popup. Click on add to add the description of the Dagger 2 equipment.

Item Settings #

  • Crafting Type
    Select Weapons.

Ingredients #

Click on Add Ingredient.

  • Item
    Select Wood.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Click on Add Ingredient.

  • Item
    Select Iron.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Outcome #

Click on Add Outcome.

  • Type
    Select Equipment.
  • Equipment
    Select Dagger 2.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Sword 2 Recipe #

Copy the Dagger 2 Recipe. The sword 2 requires 1 wood and 2 iron.

  • Name
    Set to: Sword 2 Recipe
  • Description
    Set to: Crafts a sword.
  • Sprite (Icon)
    Select icons_482.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 1 #

  • Quantity
    Select Value > Value.
    Set the value to 2.

Outcome #

  • Equipment
    Select Sword 2.

Axe 1 Recipe #

Copy the Sword 2 Recipe. The axe 1 requires 1 wood and 2 iron, same as the sword.

  • Name
    Set to: Axe 1 Recipe
  • Description
    Set to: Crafts an axe.
  • Sprite (Icon)
    Select icons_375.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Outcome #

  • Equipment
    Select Axe 1.

Axe 2 Recipe #

Copy the Axe 1 Recipe. The axe 2 requires 2 wood and 3 iron.

  • Name
    Set to: Axe 2 Recipe
  • Description
    Set to: Crafts an axe.

Ingredients > Ingredient 0 #

  • Quantity
    Select Value > Value.
    Set the value to 2.

Ingredients > Ingredient 1 #

  • Quantity
    Select Value > Value.
    Set the value to 3.

Outcome #

  • Equipment
    Select Axe 2.

Hammer 1 Recipe #

Copy the Sword 2 Recipe. The hammer 1 requires 1 wood and 2 iron, same as the sword.

  • Name
    Set to: Hammer 1 Recipe
  • Description
    Set to: Crafts a hammer.
  • Sprite (Icon)
    Select icons_445.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Outcome #

  • Equipment
    Select Hammer 1.

Bow 2 Recipe #

Copy the Hammer 1 Recipe. The bow 2 requires 3 wood and 1 iron.

  • Name
    Set to: Bow 2 Recipe
  • Description
    Set to: Crafts a bow.
  • Sprite (Icon)
    Select icons_392.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 0 #

  • Quantity
    Select Value > Value.
    Set the value to 3.

Ingredients > Ingredient 1 #

  • Quantity
    Select Value > Value.
    Set the value to 1.

Outcome #

  • Equipment
    Select Bow 2.

Staff 2 Recipe #

Copy the Bow 2 Recipe. The staff 2 requires 3 wood.

  • Name
    Set to: Staff 2 Recipe
  • Description
    Set to: Crafts a staff.
  • Sprite (Icon)
    Select icons_473.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Ingredients > Ingredient 1 #

Remove this ingredient.

Outcome #

  • Equipment
    Select Staff 2.

Equipment Recipes #

We’ll continue with the shield, armor and accessory recipes – keep adding new crafting recipes.

Shield 1 Recipe #

Add a new crafting recipe. The shield 1 requires 2 wood and 1 iron.

  • Name
    Set to: Shield 1 Recipe
  • Description
    Set to: Crafts a shield.
  • Sprite (Icon)
    Select icons_39.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings #

  • Crafting Type
    Select Shields.

Ingredients #

Click on Add Ingredient.

  • Item
    Select Wood.
  • Quantity
    Select Value > Value.
    Set the value to 2.

Click on Add Ingredient.

  • Item
    Select Iron.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Outcome #

Click on Add Outcome.

  • Type
    Select Equipment.
  • Equipment
    Select Shield 1.
  • Quantity
    Select Value > Value.
    Set the value to 1.

Shield 2 Recipe #

Copy the Shield 1 Recipe. The shield 2 requires 3 wood and 2 iron.

  • Name
    Set to: Shield 2 Recipe
  • Description
    Set to: Crafts a shield.

Ingredients > Ingredient 0 #

  • Quantity
    Select Value > Value.
    Set the value to 3.

Ingredients > Ingredient 1 #

  • Quantity
    Select Value > Value.
    Set the value to 2.

Outcome #

  • Equipment
    Select Shield 2.

Armor 2 Recipe #

Copy the Shield 2 Recipe. The armor 2 requires 1 wood and 3 iron.

  • Name
    Set to: Armor 2 Recipe
  • Description
    Set to: Crafts an armor.
  • Sprite (Icon)
    Select icons_2.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings #

  • Crafting Type
    Select Armor.

Ingredients > Ingredient 0 #

  • Quantity
    Select Value > Value.
    Set the value to 1.

Ingredients > Ingredient 1 #

  • Quantity
    Select Value > Value.
    Set the value to 3.

Outcome #

  • Equipment
    Select Armor 2.

Poison Ward Recipe #

Copy the Armor 2 Recipe. The poison ward requires 1 wood, 1 iron, 3 antidote and 3 venom.

  • Name
    Set to: Poison Ward Recipe
  • Description
    Set to: Crafts an accessory.
  • Sprite (Icon)
    Select icons_20.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings #

  • Crafting Type
    Select Accessories.

Ingredients > Ingredient 1 #

  • Quantity
    Select Value > Value.
    Set the value to 3.

Click on Add Ingredient.

  • Item
    Select Antidote.
  • Quantity
    Select Value > Value.
    Set the value to 3.

Copy Ingredient 2.

  • Item
    Select Venom.

Outcome #

  • Equipment
    Select Poison Ward.

Save Changes #

And that’s it for the crafting recipe setup.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll set up the crafting menu screen.

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Table of Contents
  • Crafting Types
    • Potions
      • Crafting Type Settings
    • Weapons
    • Shields
    • Armor
    • Accessories
  • Potion Recipes
    • Potion Recipe
      • Item Settings
      • Ingredients
      • Outcome
    • High Potion Recipe
      • Ingredients > Ingredient 1
      • Outcome
    • Magic Potion Recipe
      • Ingredients
      • Outcome
    • Super Potion Recipe
      • Ingredients > Ingredient 1
      • Outcome
    • Revive Potion Recipe
      • Ingredients > Ingredient 2
      • Outcome
    • Antidote Recipe
      • Ingredients > Ingredient 2
      • Outcome
    • Cough Drops Recipe
      • Ingredients > Ingredient 2
      • Outcome
  • Weapon Recipes
    • Dagger 2 Recipe
      • Item Settings
      • Ingredients
      • Outcome
    • Sword 2 Recipe
      • Ingredients > Ingredient 1
      • Outcome
    • Axe 1 Recipe
      • Outcome
    • Axe 2 Recipe
      • Ingredients > Ingredient 0
      • Ingredients > Ingredient 1
      • Outcome
    • Hammer 1 Recipe
      • Outcome
    • Bow 2 Recipe
      • Ingredients > Ingredient 0
      • Ingredients > Ingredient 1
      • Outcome
    • Staff 2 Recipe
      • Ingredients > Ingredient 1
      • Outcome
  • Equipment Recipes
    • Shield 1 Recipe
      • Item Settings
      • Ingredients
      • Outcome
    • Shield 2 Recipe
      • Ingredients > Ingredient 0
      • Ingredients > Ingredient 1
      • Outcome
    • Armor 2 Recipe
      • Item Settings
      • Ingredients > Ingredient 0
      • Ingredients > Ingredient 1
      • Outcome
    • Poison Ward Recipe
      • Item Settings
      • Ingredients > Ingredient 1
      • Outcome
  • Save Changes
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