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RPG in a Box News

How to Make a Game (Episode 2: Idle Animation)

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! đŸ› ī¸đŸŋī¸đŸ•šī¸

[previewyoutube][/previewyoutube]

How to Make a Game (Episode 1: Model Creation)

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! đŸ› ī¸đŸŋī¸đŸ•šī¸

[previewyoutube][/previewyoutube]

Release Notes for v1.0.4

New Features/Changes:
  • 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

Coming Soon: "How to Make a Game" Tutorial Series

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! (🔊 SOUND ON 👇)

[previewyoutube][/previewyoutube]
Official YouTube channel: https://www.youtube.com/c/RPGinaBoxOfficial

DOOM E1M1

But can RPG in a Box run DOOM? Kind of... 😂 DOOM was one of my most played games growing up, so this had to be done eventually!

If you're on Twitter, please go retweet it there! Let's make it explode!
https://twitter.com/rpginabox/status/1573663853984059392

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