Hello! I'm Stumpy the Squirrel. Let's make a game with RPG in a Box! In this tutorial, we'll create a sign that the player can interact with. As part of this, you'll get some more practice with voxel modelling and scripting!
Added top-down orthogonal camera mode to the Map Editor for easier 2D/overhead map creation (located next to the isometric camera button)
Added "Panorama Sky" background option to the Map Properties panel of the Map Editor (image needs to be an equirectangular sky map)
Added new option to the "Reaction to Obstacle" NPC behavior setting for running a custom script upon encountering an obstacle
Added ability to control pushable objects using the mouse by clicking on a valid tile in front of the object or behind the player character
Added ability to release a pushable object currently held by the player character by clicking on it (in addition to the G key)
Added "Object is Grabbed" and "Object is Released" global event scripts ("self" contains object, "initiator" contains character)
Added "Object is Pushed" global event script ("self" contains object, "initiator" contains character, tiles are stored in $previous_tile and $target_tile variables)
Added ability to scale objects and characters being placed into a map (Shift + Scroll Wheel scales by 0.05, Ctrl + Scroll Wheel scales by 0.1)
Added "Copy Settings" and "Paste Settings" buttons to the Model Properties panel for copying the offset/scale/rotation values between attach points
Added ability to separately scale the X, Y, and Z values of attach points in the Voxel Editor from the Model Properties panel
Added setting to the Widget Properties panel which, when enabled, will pass mouse input through areas of the widget not occupied by elements
Added "on close" script setting to the Widget Properties panel that gets triggered when the widget's "X" close button is pressed ("self" contains widget)
Added "UI Scale" option to the Editor Settings dialog so that the interface can be scaled for high DPI displays
Added "Free Movement" experimental setting to the Game Configuration dialog (only basic movement/interaction supported, full gameplay not yet possible)
Increased maximum in-game zoom distance to 300 (adjustable from the Gameplay section of the Game Configuration dialog)
Updated eyedropper tool in the Map Editor (Alt + Left-Click) to also get the scale of the selected object or character
Updated "Predefined Animation Names" dialog in the Voxel Editor to include directional animation names ("idle_north", "walk_north", etc.)
Updated character animation functionality to auto-trigger corresponding walk/idle/attack animations on any attached objects when played
Updated About dialog to include credit to andysphinx for the "Box of Colors" default Voxel Editor palette
Bug Fixes:
Fixed several in-game issues with the pushable object functionality when used with the first-person camera
Fixed issue with the player being able to release a pushable object in the middle of two tiles while pushing it
Fixed issue with default scale not being properly applied when the player character was configured as a billboard sprite
Fixed issue with characters configured as "Two-Dimensional" being incorrectly rotated upon reacting to an obstacle (via behavior setting)
Fixed issue with holding Ctrl + Middle Mouse Button and dragging up/down to zoom not working properly in the Map Editor when isometric camera was enabled
Fixed issue with Voxel Editor being marked as having changes when pressing ESC to deselect all selected voxels
Fixed issue where "Request Coordinate" and "Request Entity" scripting functions could be triggered even when one was already being requested
Fixed issue where the "type" built-in property was not being accepted as valid syntax when used with a variable (e.g. $my_entity.type)
Fixed issue with using compound operators (+=, -=, etc.) to modify stat values via scripts not working correctly (literal value would be assigned to the stat)
Fixed error that could occur when using "Capture to Image" in the Voxel Editor then later switching to the "Mesh Preview" mode
Documentation:
Updated "Map Editor" built-in docs to include info about additional camera controls (holding C and moving mouse to edge of view)
Hello! I'm Stumpy the Squirrel. Let's make a game with RPG in a Box! In this tutorial, we'll create a startup script, and then test our game with Quick Play. A great opportunity to get your feet wet with scripting!
Hello! I'm Stumpy the Squirrel. Let's make a game with RPG in a Box! In this tutorial, we'll create a grass tile, and then make a map with it in the Map Editor. Let's get started! đ ī¸đŋī¸đšī¸
Hello! I'm Stumpy the Squirrel. Let's make a game with RPG in a Box! In this tutorial, we'll create a walk animation for me in the Voxel Editor. It's simple to create a walk animation using only 3 frames. And believe it or not, we only need to design one new frame, which will have my arms and legs in a walking stance. The other 2 frames will consist of a copy of the first idle frame and a mirrored version of the newly drawn frame. Let's get started! đ ī¸đŋī¸đšī¸
Hello! I'm Stumpy the Squirrel. Let's make a game with RPG in a Box! In this tutorial, we'll create an idle animation for me in the Voxel Editor. Let's get started! đ ī¸đŋī¸đšī¸
Hello! I'm Stumpy the Squirrel. Let's make a game with RPG in a Box! In this first tutorial, we'll set up our project and learn how to create me in the Voxel Editor. Let's get started! đ ī¸đŋī¸đšī¸
Added "Box of Colors" palette to the Voxel Editor (the new default/official palette of RPG in a Box, created by community member andysphinx)
Added cooldown setting for specifying a skill's real-time cooldown in seconds (zero if none), updated skill slot to darken and show timer when cooldown is active
Added mouse sensitivity setting to the in-game options menu for adjusting the mouse sensitivity when looking around in first-person mode
Added ability to directly reference a character's behavior via script (e.g. entity["some_npc"].behavior returns a codex of their behavior properties)
Added ability to modify individual behavior settings for a character via script (e.g. entity["some_npc"].behavior["move_direction"] = NORTH)
Added ability to modify or remove a storage/quick slot's item via script (e.g. widget["my_widget"].element["0001"].item = "ITEM_0001")
Added ability to modify the stack size of a storage slot's item via script (e.g. widget["my_widget"].element["0001"].count += 1)
Added ability to modify the scale of billboard sprites in the Map Editor (X/Y/Z values will be locked together)
Added ability to stop the currently playing animation in the Voxel Editor by pressing the ESC key
Increased maximum widget size in the Widget Editor to 64 columns by 36 rows (will allow a widget to cover the entire screen at 1920x1080)
Updated Bauxite syntax to allow direct references to a character's inventory, which returns an array of codexes or null if a slot is empty (e.g. player.inventory)
Bug Fixes:
Fixed issue in the default example game where console errors would display after taking the coins then returning to the chest to open/close it again
Fixed issue with "Go To" dialogue node not jumping to the correct node in some cases when using the "Go To Node" option
Fixed issue where null was being returned when getting the entity ID of an entity when stored in a variable (e.g. $my_entity.id)
Fixed issue with accessing properties of "front_tile" and other related references not being accepted as valid syntax (e.g. player.front_tile.id)
Fixed issue with the height of the default inventory widget being one row too large when displayed in the Widget Editor
Not sure where to start with RPG in a Box? Subscribe to the official YouTube channel for Stumpy the Squirrel's upcoming "How to Make a Game with RPG in a Box" tutorial series! (đ SOUND ON đ)