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RPG in a Box News

Release Notes for v0.6.0.5

  • Added test widget to the Widget Editor with the ability to adjust the number of columns and rows (this widget is only for testing purposes currently)
  • Added toolbar button to the Widget Editor for toggling display of the grid lines (only applicable to the test widget for now)
  • Added Widget Tools panel to the Widget Editor for dragging and dropping elements onto the test widget
  • Added usage information and a list of available commands to the in-game debug console (displayed in the console at startup)
  • Added "help" command to the in-game debug console for displaying the usage information and command list at any time
  • Added "Scale Factor" to the attach point settings in the Voxel Editor for defining how much to scale the attached object by
  • Changed "Detach Object" scripting function to not stop the script if an object couldn't be detached and instead log an error message
  • Updated Voxel Editor to automatically select newly added attach points in the Model Properties panel
  • Updated font used by the default UI theme (PixelMplus) to include Polish diacritic characters (ĄĆĘŁŃÓŚŹŻąćęłńóśźż)
  • Fixed issue where local variables within scripts were not being properly restored when loading a saved game
  • Fixed issue with "for" loops and "while" loops within scripts not resuming properly when loading a saved game
  • Fixed issue with the way entities were being stored in variables and properties, which could cause problems when using "Set Entity Model" or loading a saved game
  • Fixed issue with script parser not allowing the global property syntax where entities are expected (e.g. remove_entity(global.property["x"])
  • Fixed issue with script parser not allowing $my_variable.coord syntax to get an entity's coordinate when the entity is stored in a local variable
  • Fixed issue where deleting the first node in a visual script then undoing the deletion will not update the source code
  • Fixed issue where attach points in a model would sometimes move after opening another model of the same type
  • Fixed issue with script trigger type being lost after changing a tile's model via the "Set Entity Model" function
  • Fixed issue where printing or displaying an array containing entities would inadvertently replace the entity references with their display string
  • Fixed issue with entities not being converted properly for display as a string when inside nested arrays
  • Fixed issue with mouse input in certain editors when the "Item Container" widget was currently selected in the Widget Editor
  • Fixed issue where the Dialogue Editor was not being marked as having changes when dropping new nodes onto placeholders or adding multiple player choices
  • Fixed issue where the "Move Up" arrow button would not work properly for the last node in a series of player choices when its branch was at the bottom of the dialogue
  • Fixed issue with the "Move Up" and "Move Down" arrow buttons not appearing for new player choice nodes until the dialogue was re-opened
  • Fixed issue with the "Move Up" and "Move Down" arrow buttons getting stuck with a "pressed" appearance after being used to move a player choice within a dialogue
  • Fixed caret position error when using the up/down arrows keys to navigate through the command history of the in-game debug console

Release Notes for v0.6.0.4

  • Added placeholder for the upcoming quickslot bar to the dropdown on the UI Properties panel of the Widgets Editor
  • Added "Code Highlighting" section to the Editor Settings for changing the syntax colors of code displayed in the Script Editor, Quick Script Builder, and other editor text fields
  • Added debug console message that will display when the game attempts to execute a script that doesn't exist (e.g. a tile/object script that has been deleted)
  • Added startup tip about double-clicking within the source code area of the Script Editor to unlock it for editing
  • Added startup tip about changing navigation between two tiles using the "Navigation/Interaction" submenu on the right-click context menu while in "Edit" mode
  • Added syntax highlighting to the command line of the in-game debug console (for coloring of script code manually entered into the text field)
  • Added "BLK NEO" 46-color palette (created by BlackedIRL) to the Voxel Editor's built-in set of palettes
  • Changed default syntax highlighting colors for code displayed in the Script Editor, Quick Script Builder, and other editor text fields
  • Changed font for Script Editor and Quick Script Builder to use a better monospaced version of Noto Sans
  • Fixed issue with collision detection on attached objects not working properly (will now detect mouse input and pass it to the parent entity)
  • Fixed issue where model changes (and potentially other properties) were being lost after using "Set Entity Model", then saving a game, loading, and saving again
  • Fixed issue where specifying the target entity by just its ID as a standalone string was not working properly for the "Attach Object" or "Detach Object" scripting functions
  • Fixed several display issues that would occur in the Map Editor when deleting a script that was currently assigned to an entity in the map
  • Fixed issue with undoing deletion of frames in the Voxel Editor where the old current frame was not being hidden and could cause frames to appear overlapped
  • Fixed issue with vehicle settings incorrectly displaying for tiles and characters in the Map Editor (instead of only for objects)
  • Fixed issue with terrain type of "All" not working properly when selected for a vehicle in the Map Editor
  • Fixed issue with parsing of conditional expressions when combining a "contains" expression with another Boolean expression via "and"/"or"
  • Fixed issue with the "Assign Value" template code not including the "$" prefix on "my_variable" when added to a script
  • Fixed issue with the minimum value of the "Z Offset" slider being too low for attach points in the Voxel Editor
  • Fixed issue with some Polish characters not displaying when typed into text fields in the editor
  • Fixed issue with Russian localization for in-game text missing the translations for "Yes" and "No"
  • Fixed issue with incorrect Obsidian theme colors for the Behavior Settings header of the Entity Properties panel in the Map Editor
  • Fixed issue in the Widget Editor where the inventory/item container window textures would not be pixel perfect at certain application window sizes
  • Documentation: Updated "Script Syntax" built-in docs to use the new "$" prefix syntax for variable names
  • Documentation: Updated images and linked various text for "Override Animation", "Play Sound", "Play Animation", "Play Group Animation", "Put Entity", and "Put Player" built-in docs
  • Localization: Added Russian translations for "Add To Group", "Ambient Light", "Animation", and "Animation Types" documentation
  • Localization: Added French translations for "Add To Group" documentation

Release Notes for v0.6.0.3

  • Added ability to rename attach points in the Voxel Editor (either for all frames of the model or for the current frame only)
  • Fixed issue where the terrain type property was not carrying over to tiles already placed within existing maps (tiles will need to be saved again in the Voxel Editor)
  • Fixed issue with evaluation of coordinates in scripts not properly catching null/invalid X, Y, and Z values, error is now logged to the in-game debug console
  • Fixed issue with evaluation of colors in scripts not properly catching null/invalid hex codes, error is now logged to the in-game debug console
  • Fixed issue with "Add Object" scripting function not properly catching null value for tile ID/coordinate, error is now logged to the in-game debug console

Release Notes for v0.6.0.2

Hi everyone! Release v0.6.0.2 contains mostly bug fixes, but there is a change relating to the syntax of local variables that I wanted to call out specifically: going forward, local variable names must now begin with a dollar sign ($). This is to help distinguish variables in scripts and to prevent their names from conflicting with reserved words. Scripts that are already parsed will not be affected, however if you edit a script or create a new one, the parser will give an error when a variable name is missing the "$" prefix. As I understand it may be tedious to fix existing scripts, I am more than happy to help update them for anyone if you have large scripts using a lot of local variables (or even many small ones).​

  • Changed syntax for local variables to require a dollar sign ($) prefix in front of the variable name (e.g. $my_var = 10), updated parser to display appropriate error message
  • Added "duplicate" function for duplicating an array or JSON data (e.g. $array_copy = duplicate($my_array) or $data_copy = duplicate(data["my_file"]))
  • Added "break" keyword to the scripting language for breaking out of either a "for" loop or a "while" loop
  • Added startup tip about holding the right mouse button down to look around freely while in first-person games
  • Added ability to drag and drop script functions into the source code area of the Script Editor (similar to Quick Script Builder)
  • Added error popup that displays when attempting to save a visual script containing variables without the "$" prefix (editor will also revalidate all visual node fields)
  • Updated drag and drop of script functions to insert the source code after the line over which the function is dropped (instead of always at the end of the script)
  • Updated expression builder dialogs in the Script Editor to display error message about the "$" variable name prefix for the exclamation icon's tooltip
  • Updated direct entry fields on visual script nodes to display error message about the "$" variable name prefix for the exclamation icon's tooltip
  • Updated "Attach Object" scripting function to support an additional parameter so the target entity's attach point ID can be different than that of the object's (e.g. attach_object("sword", player, "handle", "right_hand"))
  • Fixed issue with attach points where attaching an object to an attach point was not first removing the existing object on that same attach point
  • Fixed issue with the Dialogue Editor where dialogue text would sometimes be missing when using the default built-in RPG in a Box theme
  • Fixed issue where built-in translations for the game UI would not display when specifying a default locale other than "en"
  • Fixed issue with the game configuration setting for fallback locale not working properly in-game
  • Fixed camera clipping issue that could occur when using orthogonal projection for the default type then loading a map after the previous one used a "Standard" override
  • Fixed issue where using "Reset Camera" functions after the camera was locked and another map had been loaded could result in unexpected behavior (may need to add a "Lock Camera" to some existing scripts)
  • Fixed issue with the "null" keyword not being included in the syntax highlighting logic for scripts
  • Fixed issue with variable name validation on "For Loop" and "Assign Value" visual script nodes where the name would remain invalid when erasing and then re-entering the same text
  • Fixed issue with dialogue/battle marker icons not displaying in the Map Editor when an NPC had the "When Next to Player" behavior setting assigned
  • Fixed error that displays in the console window when capturing a thumbnail for a model in the Voxel Editor
  • Fixed issue where the movement interval values for NPC behavior settings were not being applied properly and would not trigger a change
  • Fixed issue with the "Add Waypoint" function not applying properly in the visual script when manually entered into a script's source code
  • Fixed issue with scripts not parsing correctly when using a local variable for the left operand of a "contains" conditional expression
  • Fixed issue with incorrect line being marked by the script parser when there were syntax errors with "elseif" conditions
  • Fixed error that would occur when manually entering an "elseif" block without any statements into the Script Editor
  • Fixed issue with incorrect Obsidian theme colors for the wizard info box on builder dialogs in the Script Editor (Conditional Expression Builder, etc.)
  • Fixed "is_vehicle" error that would occur when the player clicked on a non-adjacent character to interact (error was displayed upon interaction)
  • Fixed "move_interval" error that would occur in certain scenarios while an NPC's movement behavior was being processed
  • Fixed "marching_cubes" function error that would sometimes display in the console window when saving a model in the Voxel Editor

Release Notes for v0.6.0.1

  • Updated "Duplicate Frame" functionality in the Voxel Editor to include attach points when copying the frame
  • Fixed issue with Linux and MacOS binaries where an A* error would cause games to get stuck after loading a map
  • Fixed issue with choosing a language in the game options menu if the language currently stored in the user's settings file was no longer an available option
  • Fixed issue where custom font settings were not being applied to the Options Menu or Pause Menu if the Main Menu was disabled in the game's configuration
  • Fixed issue where the "Attach Point" tool button would stay highlighted after switching to another voxel tool
  • Fixed issue in the Game Configuration dialog where the "Preset" dropdown was not being disabled when "Custom" was selected for the gameplay type
  • Fixed issue in the Game Configuration dialog where the camera projection dropdown was not being disabled when a built-in gameplay preset was selected
  • Fixed issue where using the "Reset Map" function to reset the current map could result in the script getting stuck or the game crashing
  • Fixed issue where attach points could sometimes not be added at certain heights (validation logic was incorrectly switching grid depth and grid height values)
  • Fixed issue where using the "Detach Object" function and then immediately using "Attach Object" for the same attach point ID would result in the new object disappearing
  • Localization: Added Russian translations for the startup tips shown on the Game Manager dialog