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Release Notes for v1.0.3

New Features/Changes:
  • Added initial skill system implementation with a few built-in effect presets (healing and temporary stat buff/debuff - many more to come!)
  • Added "Skills" section to the Stats Editor for defining skills for your game (skills can have one or more effects, including custom scripts)
  • Added "Skill Slot" widget element type to the Widget Editor, which acts as a quick slot allowing the player to use a skill (more uses to come)
  • Added built-in "Skill Bar" widget to the Widget Editor (can be enabled in UI section of Game Configuration or displayed via script using "skill_bar" widget ID)
  • Added "Skill Bar" setting to the UI section of the Game Configuration dialog to specify if the built-in skill bar widget should display by default
  • Added "skill" widget element property for assigning a skill to a skill slot (e.g. widget["skill_bar"].element["0001"].skill = "SKILL_0001")
  • Added "Give Skill" scripting function for giving a skill to a character (e.g. give_skill("SKILL_0001") or give_skill("SKILL_0001", party.member["Sarah"]))
  • Added "Remove Skill" scripting function for removing a skill from a characer (e.g. remove_skill("SKILL_0001") or remove_skill("SKILL_0001", party.member["Sarah"]))
  • Added "Use Skill" scripting function for activating a character's skill (e.g. use_skill("SKILL_0001") or use_skill("SKILL_0001", party.member["Sarah"]))
  • Added ability to override damage logic by having a script named "damage_logic" in your project (must return a numeric value - $attacker, $weapon, and $defender can be referenced)
  • Added "min_damage" and "max_damage" built-in item properties for getting the minimum/maximum damage values of a weapon item (e.g. $weapon.min_damage)
  • Added "Give Loot" scripting function for generating and giving a loot drop, with optional count/character parameters (e.g. give_loot("Dungeon Loot", 1, player))
  • Added "Add Item To Tile" scripting function for placing an item pickup onto a tile, with optional count parameter (e.g. add_item_to_tile($target_tile, "ITEM_0001", 5))
  • Added "Delete Save" scripting function for deleting a save file, with optional filename parameter (e.g. delete_save("my_save"), default of "savegame01")
  • Added "Delete Data" scripting function for deleting a data file (e.g. delete_data("my_data_file"))
  • Added "Clamp" scripting function for clamping a value to a set range (e.g. clamp($value, $min, $max), result is no less than $min and no more than $max)
  • Added "Quest Given", "Quest Completed", and "Quest Failed" global event scripts that are triggered for each event, with the quest ID stored in the $quest_id variable
  • Added dice roll syntax to the Bauxite scripting language for easily generating random numbers (e.g. "2d8" will roll two 8-sided dice and return the results)
  • Added "north_tile", "south_tile", "west_tile", and "east_tile" built-in entity properties to get the tile in a particular direction (e.g. player.north_tile)
  • Added "front_tile", "back_tile", "left_tile", "right_tile" built-in character properties to get the tile relative to their facing direction (e.g. player.front_tile)
  • Added "party" built-in variable for referencing all members of the player's party (for future scripting use)
  • Added "skills" built-in character property for getting a codex of the character's skills (can be used with "contains" to check for a skill ID)
  • Added support for negation of the "contains" operator to the Bauxite scripting language (e.g. if player.inventory !contains "ITEM_0001" then)
  • Added Script Editor setting to the Editor Settings dialog for expanding the source code area by default whenever a script is opened
  • Added ability to rename custom character stats in the Stats Editor (via "pencil" button next to the list of character stats)
  • Added Indiegogo backers section to the About dialog window with list of those who supported the "Beyond 1.0" Indiegogo campaign
  • Added "About" button to the Game Manager dialog to allow credits and other information to be viewed without needing to open a project
  • Added fallback font to the "Player", "NPC", and "Message" nodes in the Dialogue Editor in case the current font is missing any characters
  • Updated behavior of real-time enemies so they'll use ranged weapons against the player if they've been given one and equipped with it
  • Updated "contains" conditional operator to support checking if a key exists within a codex (e.g. if $my_codex contains "my_key" then)
  • Updated assignment statements in Bauxite to support using item references for the right operand (e.g. $my_item = item["ITEM_0001"])
  • Updated "Give Item", "Remove Item", "Equip Item", and "Unequip Item" functions to allow passing of just the ID string for the entity
  • Updated "About" dialog window to reset vertical scroll positions of the credit text boxes whenever the dialog window is closed and reopened
  • Updated Patreon credits in the About dialog to reflect the up-to-date levels for each patron based on the number of months pledged at each tier
  • Removed equipment slot debug messages that would display in the external console window when attempting to equip an item to an equipment slot


Bug Fixes:
  • Fixed issue where the vehicle object would disappear when the player travelled to another map while controlling a vehicle
  • Fixed issue with player character's default scale (as set in the Voxel Editor) not being automatically applied in-game
  • Fixed issue with player character's sprite not being properly updated when using a multi-directional billboard sprite with tank controls (may need to resave model)
  • Fixed issue with multi-directional billboard sprites for character not being properly updated when the player would speak to an NPC (may need to resave model)
  • Fixed issue with decimal values not being properly converted to integers when restoring health to a character (e.g. via "Heal Entity")
  • Fixed issue with not being able to directly print out an item reference from a script (e.g. print(item["ITEM_0001"])
  • Fixed issue with "cost" and "count" built-in properties not parsing properly when used with a local variable (e.g. $my_item.cost)
  • Fixed issue with "id" built-in property not correctly returning the widget's ID when used in a button script with the $widget variable (e.g. $widget.id)
  • Fixed issue with some built-in properties for "self" not being accepted as valid syntax in a script ("text", "image", "script", and "item")
  • Fixed issue with "\n" not properly displaying as a line break when used within the text of a text field via scripting
  • Fixed issue with equipping an item to a character without a corresponding equipment widget (e.g. an enemy NPC)
  • Fixed issue where default attached objects weren't automatically being attached to models in-game until removing and readding them to the map
  • Fixed issue with attaching objects via the "Attach Object" function when the current frame didn't have the specified attach point (even if others did)
  • Fixed issue in the Stats Editor where attempting to delete a custom stat from the list would not properly remove the stat
  • Fixed issue where the list of status effects was not being cleared when exiting out of a project to the Game Manager
  • Fixed issue where the inventory could no longer be opened after loading a saved game (equipment window would open instead)
  • Fixed "speed_multiplier" error that would occur after using the "Reset Map" scripting function to reset the current map
  • Fixed issue with "Add Animation" dialog where the text fields were extending outside the dialog box for some localizations
  • Fixed issue with missing English localization text for the "Delete Status Effect" button in the Stats Editor
  • Fixed some errors that weren't being properly caught when passing invalid parameters into the "Save Data" and "Load Data" scripting functions
  • Fixed "move_child" error that would display in the external console window after a newly created script was opened in the Script Editor

Thank You!

Words can't express how much I appreciate everyone's support of the campaign and RPG in a Box! Thank you for enabling me to continue development uninterrupted and for having faith in my vision. Thank you for all the kind and loving messages - it's been hard to keep up with them all! 😊💖

I've now finished sending out backer e-mails with reward information. If you haven't received yours, please let me know. I'm so excited for the future of RPG in a Box and jumping back into development! 🙌

Beyond 1.0: Six Hours Left!

Wow, what a wonderful thing to wake up to! The campaign is now fully funded, with 6 hours still left! 🥳💖 Thank you so much to everyone who has donated or helped spread the word! If you'd like your name in the credits, be sure to pledge before it's over. ❤️😁👍

Beyond 1.0 on Indiegogo: https://www.indiegogo.com/projects/rpg-in-a-box-beyond-1-0



Beyond 1.0: Update #3



Hi everyone! The Indiegogo campaign is now at 42% funded with only a week remaining. Thank you so much to the 84 wonderful backers who have helped get it to this point. Every little bit helps! Even if you don't feel like $5 would make a difference, know that it does! It's understandable that not everyone can afford to contribute to the campaign monetarily, but if everyone who is able to does contribute it will add up very quickly. I know we can make this happen together with everyone's help!

If you know anyone with a large reach or following (content creators, influencers, other indie developers, etc.) who may be willing to check out RPG in a Box and share about the Indiegogo campaign (or RPG in a Box in general) to others, please either reach out to them or let me know and I'll contact them directly. In the end, more visibility for RPG in a Box is the most important thing. Even if the campaign succeeds, if more people don't share about RPG in a Box and take a chance on it, the campaign will only be a short-term temporary fix. I deeply appreciate everything that you all have done to help spread the word! Let's keep shouting until the world hears! Tell your friends, family, co-workers, neighbors, even people on the street. There's something in it for everyone!

Beyond 1.0 Campaign: https://www.indiegogo.com/projects/rpg-in-a-box-beyond-1-0