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RPG in a Box News

Beyond 1.0: Update #2

Hey everyone, I hope you've had an awesome July so far! I'm happy to say that, thanks to 60 wonderful backers so far, the Indiegogo campaign has crossed the $7,000 mark as of this morning and is now at 35% funded! I deeply appreciate everyone's help during this time, both those who have been able to contribute and those who have spread the word about the campaign or RPG in a Box in general. 😊

RPG in a Box: Beyond 1.0 Campaign on Indiegogo



For anyone on Twitter (or if you have friends or family members who use it), it would really mean a lot if you could take a moment and retweet the tweet below if you haven't already. I really need everyone's help in reaching as many people as possible!



https://twitter.com/rpginabox/status/1549679103737036800

Thank you so much to everyone who has purchased RPG in a Box or supported it in any way up to this point. Thank you for taking a chance on RPG in a Box and for having faith in my vision. 💖

Beyond 1.0: Update #1

Hi everyone! I just wanted to take a moment and say "Thank You" to the 40 wonderful backers so far, as well as those who are planning to contribute but haven't been able to yet! I really appreciate your support in getting this to where it is. We recently crossed the $1,200 mark with 21 days remaining which is awesome, but there's still a long way to go! If everyone could tell their friends, colleagues, and family members, I would greatly appreciate the help in spreading the word about RPG in a Box and this campaign so I can continue its development. Here's the link that you can share with others: https://www.indiegogo.com/projects/rpg-in-a-box-beyond-1-0

RPG in a Box is a serious dream and an extension of who I am, and I truly believe that there's something in it for everyone, whether you're completely new to making games and want to bring a story or idea to life, or you're an experienced developer looking for a breath of fresh air. You can even have a lot of fun just creating a world for yourself to play around in and explore!

Speaking of creating worlds to play around in, over the weekend I made some more progress on the Kenney Tiny Dungeon asset conversion. I handmade the tiles into 3D using the built-in Voxel Editor and built this map in RPG in a Box all within a few hours! I'm planning to include these in the official Asset Library. Check out this short video I made demonstrating the tileset in action!

[previewyoutube][/previewyoutube]
Here's the original tweet for anyone who'd like to help share it out on Twitter:
https://twitter.com/rpginabox/status/1548241970190921734

Thank you so much again for your support! 💖😊

Click the image below to check out the Indiegogo campaign:

Beyond 1.0 Campaign is Live!



Hey everyone! I'm super excited to announce that the "Beyond 1.0" campaign for RPG in a Box is now live on Indiegogo! Check it out here: https://igg.me/at/rpginabox. Help me take RPG in a Box beyond 1.0 so everyone can bring their stories and ideas to life! Sarah is really looking forward to creating custom assets for you all as part of the perks! Let me know if you have any questions about the campaign or about RPG in a Box in general.

Thank you so much to everyone who has helped support RPG in a Box in any way up to this point and to everyone who will do so going forward! I truly appreciate your help in bringing RPG in a Box to the world. I believe that it can be a means of creative expression for everyone! 😊 ❤️

Beyond 1.0: Indiegogo Pre-Launch



Hey everyone, I'm excited to announce that I have an Indiegogo campaign coming soon! Help me take RPG in a Box beyond 1.0 so everyone can bring their stories and ideas to life! Even though RPG in a Box reached v1.0 and left Early Access on May 10th, I still have many more ideas in store for it. However, I'm now at a point where additional funding and visibility is needed in order to continue full-time development of RPG in a Box. The funding raised from this campaign will allow me to continue developing RPG in a Box beyond 1.0, specifically to expand and improve upon existing features and to pursue the long-term goals that I have for the tool.

I have a pre-launch page on Indiegogo if you'd like to sign up for notifications or just check it out! I'm also happy to reveal that some of the perks will offer custom assets created by wife, Sarah! More details on this will become available once the campaign launches. If everyone could tell their friends, family, and colleagues and share about it on social media, I'd really appreciate the support! Thank you so much for your help in spreading the word, it means a lot! 😊💖

Pre-Launch Page: https://www.indiegogo.com/projects/rpg-in-a-box-beyond-1-0/coming_soon

Release Notes for v1.0.2

New Features/Changes:
  • Added initial implementation of subfolder support for resources (all types except maps, folders must be created outside of the editor until a future update)
  • Added new functionality to the "Loot Drops" section of the Combat Editor allowing multiple items per loot drop (with a chance for each and a fixed or random amount)
  • Added ability to generate loot for the selected loot drop in the Combat Editor to easily test out the randomly generated results
  • Added ability to assign multiple loot drops to an enemy in the Combat Editor with a percentage chance for each loot drop
  • Added initial version of "Character Stats" section to the Stats Editor, which includes a list of the built-in stats and Bauxite examples
  • Added ability to define custom stats for characters in the Stats Editor (player.stat["my_stat"] will access the stat with ID "my_stat")
  • Added ability to define maximum values for both custom stats and any applicable built-in stats in the Stats Editor
  • Added ability to increase custom stats when characters level up by specifying increase values in the "Leveling" section of the Stats Editor
  • Added "next_level" and "next_xp" stats for getting a character's next level and XP required for that level (e.g. player.stat["next_level"] and player.stat["next_xp"])
  • Added ability to define custom equipment slot configurations in the Stats Editor (to use a custom one, set the desired slot configuration as default)
  • Added "Status Effects" section to the Stats Editor with initial options for "Stat Buff" and "Stat Debuff" (for future functionality, more options coming soon)
  • Added "Currency" section to the Stats Editor with initial options for changing the base currency name/image and adding custom currencies for future functionality
  • Added currency option to the Item Editor for specifying the associated currency for the item's cost (for future shop item slot functionality)
  • Added "Tool Item Changes" global event script that's triggered when the player's active tool changes ($item_id variable will have the tool item's ID, or null if none)
  • Added ability to set a projectile model override for ranged weapons in the Item Editor to use instead of the weapon/ammo's model (e.g. for unlimited use guns)
  • Added ability to pack an image into a widget so it can be used in other projects without needing the source image file (via button next to image dropdown)
  • Added ability to change the colors of progress bars in the Widget Editor (filled color, background color, and border colors)
  • Added Fog of War setting in the Game Configuration's gameplay section for making the fog permanent (i.e. revealed areas won't stay revealed)
  • Updated lighting preset functionality to store the map's background color so it will change along with the lighting (e.g. to have a darker color at night)
  • Updated "New Resource" dialog to properly check for invalid characters in the resource name, specifically the following characters: \ / :
  • ? " < > |
  • Updated "Predefined Animation Names" dialog in the Map Editor to include "spawn" for tiles and objects and "revive" for characters
  • Updated slot ID dropdown on "Element Properties" panel for equipment slots to allow selection of slots from custom equipment slot configurations
  • Updated default inventory widget to include an icon and text label that displays the player's currency amount (i.e. player.stat["currency"])
  • Updated "Set Entity Script" scripting function to support tool item triggers by using the item's ID as the trigger (e.g. set_entity_script(self, "my_script", "ITEM_0001"))
  • Updated "Set Character Name" scripting function to allow entity references (i.e. player) in addition to entity IDs
  • Updated maximum timer value of enemy spawns in the Combat Editor to allow up to 3,600 seconds (i.e. how often an enemy can potentially spawn)
  • Updated Combat Editor to have "Loot Drops", "Random Encounters", and "Enemy Spawns" sections expanded by default
  • Updated Combat Editor and Stats Editor to create backups of the "combat.json" and "stats.json" files when saving
  • Updated line of sight logic for ranged weapons to catch some cases that were being missed, allowing the player to shoot through wall tiles in certain scenarios
  • Updated tactical turn-based combat to refresh the current player character's movement area if their "move_range" stat is updated during their turn
  • Updated Steam rich presence logic to support the Quest Editor so its name is displayed as the current rich presence status while in the editor
  • 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 placeholder encounter message that was displayed before the battle whenever the player triggered a random encounter
  • Removed unnecessary "under construction" message from the Stats Editor (RPG in a Box will always be expanding and improving throughout!)
Bug Fixes:
  • Fixed issue where an NPC/enemy's "On Death" script was not being triggered when killed via the "Damage Entity" scripting function
  • Fixed issue where enemies that had respawned from a real-time enemy spawn or via "Revive Character" would no longer be attackable in some cases
  • Fixed issue with ranged weapons not working properly when an object model wasn't assigned to the weapon or ammo item
  • Fixed issue where the "speed" stat bonus for weapons was not being properly removed when the weapon was unequipped
  • Fixed issue with objects using the multi-directional billboard sprite option not working properly in-game (i.e. not displaying as multi-directional)
  • Fixed issue where the "Remove surfaces along grid boundaries" setting in the Voxel Editor was being applied to all voxels instead of only the transparent ones
  • Fixed issue with "Continue" and "Load Game" options not properly showing on the Main Menu and Pause Menu when a save file existed
  • Fixed issue with fog of war where tiles underneath the player would be incorrectly hidden in some cases (e.g. starting on a bridge with a river tile underneath)
  • Fixed issue where using the "clear" array function would not work properly to remove all entities from a group (e.g. group["my_group"].clear())
  • Fixed issue where the $item_id local variable was null instead of containing the item's ID when using an item from a quick slot
  • Fixed issue where "initiator" built-in variable was null when calling a script from a dialogue (also affected item icon popups when giving an item during dialogue)
  • Fixed issue where item tooltips were not being hidden when using ESC to close the inventory (when the management screen was disabled)
  • Fixed issue where clicking the "X" button to close a widget could cause the player to start moving if the mouse button was over a walkable tile
  • Fixed issue with custom interaction cursor not displaying when set for an attackable enemy and the player had a weapon equipped
  • Fixed issue where the cursor image was not being updated when the "Request Entity" scripting function was called
  • Fixed issue where the cursor image was not being updated after an entity was selected via the "Request Entity" scripting function
  • Fixed issue where sound/music files failed to import if the project folder was missing the "sounds"/"music" subfolders
  • Fixed issue where the event details were incorrectly displaying for random encounters and enemy spawns after closing and reopening a project
  • Fixed issue with random encounters in the Combat Editor allowing more than a total of 100% for the possible battles defined for an encounter
  • Fixed issue with some UI components not being updated properly when selecting random encounters and enemy spawns in the Combat Editor
  • Fixed issue with some UI components in the Quest Editor and Combat Editor not using the Godot editor theme when selected
  • Fixed issue with some options for the "Default Editor Tab" setting not working properly (Quest Editor, Combat Editor, Stats Editor, and Documentation)
  • Fixed "invalid operands" error that would display in the external console window if the first map loaded in a game had "Use Day/Night Cycle" disabled
Documentation:
  • Added initial version of built-in docs for "Stats Editor" (including a list of all character stats currently available)
  • Added initial version of built-in docs for "Codex" data type (including some scripting examples)
  • Updated "Predefined Animation Names" built-in docs to include new "revive" animation (triggered when "Revive Character" function is used)
  • Updated "Predefined Animation Names" built-in docs to include info about the "push" and "pull" animations for characters
  • Updated "Shop Item Slot" built-in docs to include info about changing the cost of an item in a shop item slot
  • Updated "Item Editor" built-in docs to include info about $item_id variable with the item's ID being available from a usable item's script