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Release Notes for v1.0.7.3

RPG in a Box v1.0.7.3 is out! This release brings hitscan weapons to free movement! 🥳

Check out this game clip from community member thomas - so cool to see it in action already! 😍

[previewyoutube][/previewyoutube]
View the full release notes below:

Free Movement Updates:
  • Added initial support for hitscan ranged weapons to free movement (instant/direct damage weapons, with projectile weapons coming later)
  • Added "sprint" as a predefined animation name that will automatically play whenever the player character is sprinting
  • Added "Fire Mode" option to the Combat Editor to set the default method by which the player's attacks can be triggered (single vs. automatic)
  • Added "Fire Mode" option to the Item Editor to set the method by which a weapon item can be triggered when used (single vs. automatic)
  • Added "Collision Override" option for characters in the Voxel Editor to allow use of the new collision shape functionality
  • Added "Collision Debugging" setting to the "Quick Play" section of the Editor Settings dialog for displaying collision shapes in-game
  • Added support for "player.direction" to allow setting of the player character's direction via script (e.g. player.direction = NORTH)
  • Added button to the Voxel Editor toolbar for toggling the display of collision shapes when the model is using a custom collision override
  • Updated camera smoothing in third-person free movement to be snappier when tracking the player character's movements
  • Fixed issue where the player character would walk in place if holding multiple movement keys at once that should cancel each other out
  • Fixed issue where the attack animation override for a weapon wasn't being applied unless the player was directly attacking an enemy
  • Fixed issue where collision wasn't being properly created for characters added via enemy spawns or the "Add Character" scripting function
  • Fixed issue where characters configured as passable were colliding with the player character instead of letting them pass through
  • Fixed issue where the mouse cursor was not being hidden after opening and then closing the pause menu while in first-person mode
  • Fixed issue with the "jump" debug console command no longer working and changed the expected velocity value to be in voxels/second to match the editor
New Features/Changes:
  • Added "Attack Cooldown" setting to the Voxel Editor for customizing the cooldown per character ("Default" uses the global cooldown configured in the Combat Editor)
  • Added "Attack Cooldown" setting to the Item Editor for customizing the cooldown of a specific weapon item (can use global default, character default, or custom value)
  • Added "Object Model (View Model)" setting to the Item Editor for specifying the object to attach to the view model (if present) when the item is equipped
  • Added "Spawn Script" setting for enemy spawns in the Combat Editor that's triggered whenever an enemy is generated ("self" will contain a reference to the character)
  • Added "On Open Script" setting for item containers that will run before the container UI is displayed to the player (available on the Entity Properties tab)
  • Added "When Player Collides" behavior setting for NPCs that's triggered when the player collides with the NPC (with initial option to run a script)
  • Added ability to customize the font and font size for widget titlebars (available on the Widget Properties tab below the "Titlebar Text" setting)
  • Updated model animation functionality to automatically play the same animation for any objects attached to that model when one is triggered
Bug Fixes:
  • Fixed issue where equipment objects were not being attached to the first-person view model when equipped via the "Equip Item" scripting function
  • Fixed issue where attached objects would sometimes display in the wrong position when an animation was played for the attachment or certain offsets were used
  • Fixed issue where the default scale for billboard sprite characters was not being applied when spawned via enemy spawns or the "Add Character" scripting function
  • Fixed issue where the default scale for billboard sprite objects was not being applied when added via the "Add Object" scripting function
  • Fixed issue where the built-in player health bar was not displaying the correct value after loading a saved game where their health had changed
  • Fixed issue where enemy health bars would sometimes reappear at incorrect locations after damaging the enemies then dying and restarting the game
  • Fixed issue where enemy health bars would not display when returning to a map with previously damaged enemies until one was damaged again
  • Fixed issue where hitboxes for billboard sprites were not being adjusted to the correct size when using a scale other than the default
  • Fixed issue where the details for a loot drop item would sometimes not display after deleting an item from the loot drop in the Combat Editor
  • Fixed issue where the currency amount wouldn't display on the default inventory widget when using a custom name for the base currency
  • Fixed issue where the base currency would be missing from the list after clearing out a previously assigned custom name for the base currency
  • Fixed issue where some settings were being inadvertently changed when switching between behavior presets in the Game Configuration dialog
  • Fixed issue where the "Collision Shapes" section would sometimes not display when using the "Custom" collision override option for objects in the Voxel Editor
  • Fixed issue where the settings area for collision shapes would incorrectly stay visible after changing the collision override option from "Custom" to another option
  • Fixed issue where the collision shape color box was not updating for the currently opened object after changing the default collision color (if using default)
  • Fixed issue where modifying editor settings when a model was open that used custom collision without any shapes defined could cause an error in the console window
  • Fixed issue where mouse input from certain widget elements could potentially interfere with other UI elements (e.g. inadvertently progressing dialogue)
  • Fixed issue where the player was unable to move up and down (i.e. only left or right) when the management screen was disabled and their inventory was open
  • Fixed issue where the player was inadvertently able to move left and right and interact with objects/characters via spacebar while the management screen was open
  • Fixed issue where signal errors would sometimes display in the console window if an enemy was damaged multiple times in a row in quick succession
  • Fixed issue where the "Wait" scripting function was inadvertently displaying twice in the list of available functions in the Script Editor
  • Fixed issue with missing localization text for the skill slot description that's displayed when selecting the skill slot element on the Widget Tools tab
Documentation:
  • Added initial version of built-in docs for the "Add Waypoint" scripting function and fixed issue with its link incorrectly opening "Add To Group"
  • Updated "Give Item" and "Remove Item" built-in docs to include info about the optional parameter for specifying the target character
  • Updated "NPC Behavior" built-in docs to include the new "collide_with_player" setting that's triggered when the player collides with an NPC
  • Fixed issue with missing localization text for the "Pushing" topic that's displayed in the main index list of the documentation viewer

Free Ranged Combat (First-Person)

100% in-game footage recorded in one take - no cuts, edits, or special effects added in post. Let's go! 😎

Stay tuned for more details! 😊

[previewyoutube][/previewyoutube]

Release Notes for v1.0.7.2

Free Movement Updates:
  • Added initial implementation of free melee attacking for the player character (left mouse button to attack at any time)
  • Added ability to create custom collision shapes in the Voxel Editor for tiles and objects (using cubes and prisms, more to come)
  • Added "Collision Override" option for objects in the Voxel Editor to allow use of the new collision shape functionality
  • Added "Physics" tab to the gameplay section of the Game Configuration dialog for adjusting physics-related settings
  • Added "Jumping" and "Vertical Velocity" settings to the "Physics" tab for toggling jumping and adjusting the vertical velocity for jumping
  • Added "Sprinting" and "Speed Multiplier" settings to the "Physics" tab for toggling sprinting and adjusting the speed multiplier for sprinting
  • Updated collision functionality so that NPCs can now trigger scripts assigned to an object's "Character Collides" event when touching the object
  • Updated collision shapes for characters to be per animation frame and to be box-shaped for better collision detection
  • Updated player movement functionality to trigger "Character Enters Tile" and "Character Exits Tile" scripts
  • Updated player movement functionality so that hostile NPCs will now attempt to attack the player from adjacent tiles
  • Updated player movement functionality to properly support the auto-hiding feature (i.e. hiding groups with the "-hide" suffix)
  • Updated debug console so "self" will reference the entity within interaction range that the player is looking at while in first-person mode
  • Fixed issue where "Character Interacts" scripts could not be triggered when assigned to objects configured as passable
  • Fixed issue where damage/healing numbers were displaying at the center of the map instead of over top of the player character
  • Fixed issue where the "player.direction" variable was not returning the proper cardinal direction when referenced in a script
  • Fixed issue where maps could fail to load when they contained any passable objects configured as billboard sprites
  • Fixed issue where "self" was not returning the player entity when used in the debug console with the cursor over the player character
  • Fixed issue where the collision box for a player character with a smaller/larger default scale was not being created at the correct size
  • Fixed issue where a player character with an empty model or consisting of only attachments would cause the game to not start
New Features/Changes:
  • Added "Field of View" camera setting to the gameplay section of the Game Configuration dialog for adjusting the camera's field of view in degrees
  • Added ability to customize the default player attack cooldown and the default NPC attack cooldown from the Combat Editor's general section
  • Added ability to configure a custom "miss" sound effect in the Combat Editor (played whenever a character misses their attack)
  • Added "Line Mode" setting for text fields to indicate whether it should behave as a single-line field (e.g. for player name entry) or a multi-line field
  • Updated "Character Collides" event for object scripts so that NPCs can now trigger them upon entering the tile with that object (grid-based movement)
  • Updated first-person mode to hide any objects attached to the player character if a view model is defined in the Game Configuration
  • Updated first-person view model functionality to auto-attach an equipped item's object model to the view model if a matching attach point exists
  • Removed old "Free Movement" setting from the experimental section of the Game Configuration dialog as it's now been replaced by the new system
Bug Fixes:
  • Fixed issue where items could not be crafted in-game unless the recipe's ingredients/materials were in numerical order by item ID
  • Fixed issue where the "Move Player" scripting function would no longer work properly and would instead display an error in the debug console
  • Fixed issue where using the "Set Dialogue" function to change a spawned NPC's dialogue could affect other NPCs when both were using "Standard" behavior
  • Fixed issue where modifying the "Triggerable by NPCs" script setting would affect other entities of the same type that had a default script when added to the map
  • Fixed issue where character stats and skills were not being properly restored after loading a saved game (needs a new save to work)
  • Fixed issue where widget text elements were incorrectly showing the placeholder expression after loading a saved game (needs a new save to work)
  • Fixed issue where text fields that had been edited by the player were not being properly restored when loading a saved game (needs a new save to work)
  • Fixed issue where certain widget elements could not be clicked on with the mouse after loading a saved game where the widget was visible when saved
  • Fixed issue where mouse input was being interfered with in the editor when a widget in the active project contained a text field with scrollbars
  • Fixed issue with the stairs in the house of the Default Example Game project template being positioned one voxel too high above the floor
Documentation:
  • Updated "Import Resources" built-in docs to include info about dragging and dropping files onto the application window

Release Notes for v1.0.7.1

New Features/Changes:
  • Added ability to modify the "hostility" setting of an NPC via script (e.g. self.behavior["hostility"] = "always", see docs for all values)
  • Added ability to set an NPC's behavior to null to clear out their behavior via script (as an alternative to assigning an empty string)
  • Added ability to call global functions from the in-game debug console (i.e. those defined in the Game Configuration dialog)
  • Added ability to retrieve or modify a specific position of a string by numeric index (e.g. $x = "Text"; $x[2] = "s"; print($x); will print "Test")
  • Updated "Move Character" scripting function to add an optional third parameter (boolean) to indicate if it should pause until the movement is complete
  • Updated "Behaviors" section in the Game Configuration dialog to no longer redundantly store the name of the behavior preset within its settings
  • Removed "Experimental" from the Global Illumination setting label located on the Map Properties panel in the Map Editor
Bug Fixes:
  • Fixed issue where colors were being applied to the default texture instead of the current one when painting in the Voxel Editor with "Voxel" or "Face" mode
  • Fixed issue where quick slots with items assigned were not being properly restored after loading a saved game (needs a new save to work)
  • Fixed issue where scripts assigned to entities via "Set Entity Script" were not being properly restored after loading a saved game (needs a new save to work)
  • Fixed issue where widgets that were visible when a game was saved were not being displayed after loading (needs a new save to work)
  • Fixed issue where the visibility of elements in a widget was not being properly restored after loading a saved game (needs a new save to work)
  • Fixed issue where entities added to groups or removed from groups were not being properly restored after loading a saved game (needs a new save to work)
  • Fixed issue where entities could be added to the same group multiple times when using the "Add To Group" scripting function
  • Fixed issue where real-time enemies were not attacking the player if given a new behavior with "Attackable in Real-Time" enabled
  • Fixed issue where the "Experience Points" value wasn't being saved when editing behaviors from the Game Configuration dialog
  • Fixed issue where using the "Move Character" scripting function would cause a script to get stuck and not execute the rest of the script
  • Fixed issue where the default scale was not being applied to placed characters or objects in the Map Editor when configured as billboard sprites
  • Fixed issue where player choices would not be visible in dialogues if the "Typing Effect" game configuration setting was disabled
  • Fixed issue where the text of a widget's text field or text label was no longer being updated when modified via script
  • Fixed issue where interactions via space bar were not working for item containers without a script or objects with a character on the same tile
  • Fixed issue where the interaction controls would incorrectly display when the player was adjacent to an object with a collision script

Documentation:
  • Updated "NPC Behavior" built-in docs to include info about the "hostility" setting and its possible values
  • Updated "Move Character" and "Scripting Reference" built-in docs to include info about the optional "pause" parameter

Release Notes for v1.0.7

New Features/Changes:
  • Added base implementation (v0.1) of the new free movement system, enabled per map from Map Properties (most gameplay will not work yet, use at your own risk!)
  • Added "Character Collides" trigger event for object scripts to the Entity Properties tab in the Map Editor (for both grid-based and free movement)
  • Added "Pitch Control" camera setting to the Game Configuration dialog for allowing the player to control the pitch, with min/max settings
  • Added "Focal Offset" camera setting to the Game Configuration dialog for vertically offsetting the camera's focal point in third-person views
  • Added "Locked Axes" camera settings to the Game Configuration dialog for locking the X, Y, and/or Z-axis (e.g. lock the Y-axis for a sidescroller effect)
  • Added "Top-Down Camera" as an option for the Map Editor's default camera (available from the Editor Settings dialog)
  • Added "jump" as an option to the list of predefined animation names when defining a character animation in the Voxel Editor
  • Added debug console command for adjusting the player's jump height in free movement maps (e.g. "jump X", where X is from 0 to 10)
  • Added "Spotlight" as a light source option to the Voxel Editor, with initial settings for range (in voxels) and angle of the spotlight
  • Added "Hostility" behavior setting for NPCs to determine how they behave when attackable (always hostile, hostile if attacked, or never hostile)
  • Added ability to apply noise to existing voxels in the Voxel Editor (all or selection), with option to save presets and set the seed value
  • Added ability to select all voxels of a specific color in the Voxel Editor via Alt + Left Click while the selection tool is active
  • Added ability to use the "Capture Image to File" feature while in "Mesh Preview" mode in the Voxel Editor (useful with Marching Cubes, etc.)
  • Added ability to set a custom position for a character's HP bar by defining an attach point named "hp_bar" in the first frame (or others to override)
  • Added ability to retrieve the tool items currently held in a character's inventory (e.g. "player.tools", returned as an array of codices)
  • Added ability to get and set a character's active tool (e.g. player.active_tool = "ITEM_0001", when retrieving the active tool the item codex will be returned)
  • Added ability to retrieve and modify the current view model for the camera using "camera.view_model" (e.g. camera.view_model = "cam_mech")
  • Added ability to retrieve the current camera type via script using "camera.type" (value will be either STANDARD, ISOMETRIC, or FIRST_PERSON)
  • Added ability to retrieve the configured gameplay settings as a codex via the "global.gameplay" syntax (values are read-only for now)
  • Added gameplay setting to the Game Configuration dialog to allow loading/continuing from the game menus when saving is disabled (e.g. for checkpoint systems)
  • Added "Typing Effect" setting to the Game Configuration dialog for disabling the dialogue typing effect (i.e. any spoken text will instantly display)
  • Added "Codex" as an option to the expression builder in the Script Editor, with a wizard for adding key/value pairs to the codex
  • Added icons for each option in the expression builder in the Script Editor to provide more visual distinction between each expression type
  • Added description box to the bottom area of the expression builder in the Script Editor for displaying helpful information about the selected type
  • Added support for directional animations when the attack animation override setting is used for a weapon item (e.g. "sword_swing_east")
  • Added "Stop Sound" scripting function for stopping a sound using its ID returned from the "Play Sound" function, with optional fade out (e.g. stop_sound(0, 2))
  • Added "Stop Music" scripting function for stopping any music that's currently playing, with optional fade out (e.g. stop_music(2))
  • Added "Clear Log" scripting function for clearing all text from the message log (i.e. any text displayed via the "Log Message" function)
  • Added ability to retrieve and modify an object's XYZ offset via script (e.g. self.offset = array[1, 2, 5], self.offset_x = 3, etc.)
  • Added ability to retrieve and modify an object's XYZ rotation via script (e.g. self.rotation = array[10, 0, 45], self.rotation_z = 25, etc.)
  • Added ability to manually set the current value and maximum value of a progress bar via script using "value" and "max_value" syntax (e.g. $my_element.value = 10)
  • Added ability to retrieve or change an object's display name via script using the built-in "name" property (e.g. entity["book01"].name = "New Name")
  • Added four new effect presets to the Effect Editor: fountain, portal, rain, and snow (available when creating a new effect)
  • Added "Preprocessing Time" setting to the Effect Editor, which processes the particles in advance by the specified number of seconds
  • Added "Explosiveness" setting to the Effect Editor, which determines how many of the particles emit at once (at max, all emit simultaneously)
  • Added "Fixed FPS" setting to the Effect Editor, which can be used to limit the framerate of the effect's particles
  • Added "Randomness" setting to the Effect Editor for applying randomness to the scale of the generated particles
  • Added "Local Space" setting to the Effect Editor, which when enabled will lock particle movement to the parent object's local space
  • Added ability to press the ESC key to cancel out of the capture when capturing an image or character portrait in the Voxel Editor
  • Added options to the "Import Resources" dialog for selecting all, selecting none, and changing the model type for all selected models
  • Added several assets from Stumpy the Squirrel's "How to Make a Game" tutorial series to the built-in Asset Library
  • Updated in-game widget system to significantly improve performance when using placeholder expressions in text labels and text fields
  • Updated "Play Sound" scripting function to include support for looping the sound and setting a play interval (e.g. play_sound("sound.wav", true, 1))
  • Updated "Play Sound" scripting function to return a unique sound ID for later referencing the sound (e.g. to stop via "Stop Sound")
  • Updated "Play Music" scripting function to include two new optional parameters, fade in (in seconds) and loop mode (true = loop, false = play once)
  • Updated "Missing Dependencies" dialog in the Map Editor to auto-select resources whenever there's a single match on the name (e.g. in a subfolder)
  • Updated Voxel Editor to only generate meshes for frames that have applicable changes instead of every frame when saving a model
  • Updated attach points dropdown in the Voxel Editor so it will attempt to keep the same one selected when switching between animation frames
  • Updated Effect Editor to properly support transparent colors for effects using cubes, spheres, or billboards without an image assigned
  • Updated limit for the camera zoom's minimum value in the Game Configuration dialog to 10 instead of the previous limit of 30
  • Updated "Offset" camera setting in the Game Configuration dialog so it's available for the perspective camera type even when rotation is disabled
  • Updated Map Editor to support copying and pasting of entity properties between two different maps instead of only within the same map
  • Updated light attenuation setting in the Voxel Editor to have a minimum value of 0.01 to prevent potential lighting issues in maps
  • Updated game cursor to automatically refresh whenever the "Set Entity Script" function is called (in case the cursor is hovering over that entity)
  • Updated Game Explorer to allow the creation of a new effect from the context menu when right-clicking the "Effects" folder
  • Updated Script Editor to display a confirmation dialog when attempting to close the script when there are pending changes to the Bauxite source code
  • Updated About dialog to include credit for the default game UI font (PixelMplus) on the "Resources" tab with a link to the creator's website
  • Updated expression builder in the Script Editor to automatically select the corresponding expression type and values when an expression is manually entered
  • Changed name of the variable expression builder in the Script Editor to "Expression Builder" to better represent what the dialog is used for
  • Changed name of the "Variable" option in the variable expression builder to "Local Variable" to help clarify its scope and usage
  • Removed "None" from the "Navigation Type" dropdown of the "Replace Navigation" visual scripting node since it's not applicable for that parameter
Bug Fixes:
  • Fixed issue where "party.member["player"]" syntax would return null instead of the main player character after saving and loading a game
  • Fixed issue where the player's quests would be missing after saving and loading a game (i.e. "player.quests" would return an empty array)
  • Fixed issue where the player was no longer able to right-click consumable items to use them after saving and loading a game
  • Fixed issue where objects and characters added and then removed prior to saving a game would still be present after loading (at center of map)
  • Fixed issue where "nonexistent signal: storage_slot_item_changed" error message would sometimes display when loading a saved game
  • Fixed issue with positioning of objects in the Map Editor when rotating one with an offset assigned or using Alt + Click to pick it in place mode
  • Fixed issue where null was being returned instead of the skill ID when attempting to access a skill slot via script
  • Fixed issue where mouse interaction on an entity would stop working after using the "frame" property to change its current frame
  • Fixed issue where using the group scripting syntax on the left side of a contains expression would not evaluate as true even if the entity was in the group
  • Fixed issue where the "substr" scripting function would not work properly if the third length parameter was omitted
  • Fixed issue where custom functions were not yielding when called unless storing a return value into a variable via assignment
  • Fixed issue where appending a value to an array using a binary "+" operation would incorrectly result in the original array's data being modified
  • Fixed issue where global properties were being reset to null after a game was restarted (e.g. via player defeat or the "Restart Game" function)
  • Fixed issue where calling the "Give Item" function from a widget button's script would fail if item icon popups were enabled
  • Fixed issue where a character's level, MP, Max MP, and custom stats were not being carried over when using "Set Entity Model" to change their appearance
  • Fixed issue where the "Character is Damaged" global event script wasn't being triggered when the player dealt melee damage to an enemy in real-time
  • Fixed issue where "initiator" always referred to the player character instead of the attacking character when an enemy used a ranged weapon in real-time
  • Fixed issue where calling "Give Item" or "Remove Item" function with the character specified and storing the return value was not being accepted as valid
  • Fixed issue where attempting to call "Reset Entity Rotation" without having first called "Rotate Entity Towards" wasn't being properly caught and logged
  • Fixed issue where the "Put Player" scripting function was not triggering a visibility update for any groups auto-hidden via the "-hide" suffix
  • Fixed issue where the "Configure Attached Objects/Effects" dialog was not remembering any attached objects residing in subfolders when returning to the dialog
  • Fixed issue where any effects that resided in subfolders were not being listed properly in dropdown boxes (e.g. "Attach Effect" visual script node, etc.)
  • Fixed issue where the "Permanent" setting for Fog of War would not display until the Game Configuration dialog was closed and opened again
  • Fixed issue where changing the Y and Z scale values for attach points in the Voxel Editor would sometimes fail to update the attached object's scale
  • Fixed issue where the Y and Z scale values for attach points would be switched when using the "Copy Settings" and "Paste Settings" buttons
  • Fixed issue where an undo action would trigger in the Voxel Editor when attempting to press the "Accept" button during an image/portrait capture
  • Fixed issue where the "F4" and "4" Voxel Editor shortcut keys were not switching to the fill tool while in texturing mode
  • Fixed issue on the Model Properties panel where enabling the "Light Source" setting would not properly scroll the light settings panel fully into view
  • Fixed issue where the Effect Editor was sometimes being incorrectly marked as having changes when first opening an effect
  • Fixed issue where a text label's alignment in the Widget Editor would reset to "Left" after changing the font size of the text
  • Fixed issue where widget buttons could be inadvertently activated via space bar after being pressed once (as a result of capturing keyboard focus)
  • Fixed issue where widgets would potentially not have updated values immediately after loading a map (e.g. a character's coordinate)
  • Fixed issue where enemy spawn timers would be started again every time the player returned to a map with spawns (resulting in the enemy limit being exceeded)
  • Fixed issue where a map could fail to load if an enemy spawn assigned to a group in that map had been removed from the Combat Editor
  • Fixed issue with the shake effect applied to characters not bumping the damaged character in the correct direction when hit
  • Fixed issue where setting an attack animation override for a weapon in the Item Editor would cause tactical turn-based battles to become stuck
  • Fixed issue where the built-in player HP bar would stop working properly when using the "Player Override" map setting to change the character model
  • Fixed issue where the player character model was not reverting back to the default player character when travelling to a map with no override assigned
  • Fixed issue where dragging a nested player node onto its parent player choice node could result in a dialogue with broken connections
  • Fixed several issues in the Dialogue Editor related to modifying and saving values for the "Go To" node while in compact mode
  • Fixed issue where dialogues added as favorites were not being displayed on the "Favorites" tab (only highlighted in the Game Explorer)
  • Fixed issue where the "Projectile Object Model" field in the Item Editor wouldn't initially display after switching a weapon's type to "Ranged"
  • Fixed issue with the attack animation of the "goblin" character from the built-in Asset Library not being configured properly
  • Fixed issue with the "sk_bush_02" object model failing to open in the Voxel Editor after being imported from the Asset Library
  • Fixed issue where the incorrect editor would sometimes be displayed when clicking on the main editor tabs along the top of the application
  • Fixed incorrect date for the v1.0.6.5 release in the "What's New in RPG in a Box!" dialog (year shown was 2022 instead of 2023)
Documentation:
  • Added initial version of "2D Games" tutorial that walks through setting up a 2D project similar to the Kenney Tiny Dungeon template
  • Added initial version of built-in docs for "Free Movement" with details about current functionality, issues, and planned features
  • Updated "Vehicles" built-in docs to remove the known issue listed at the bottom now that the issue has been fixed
  • Updated "Tile" built-in docs to include properties that return connected tiles (e.g. $my_tile.north_tile is tile to the north)
  • Updated "Character" built-in docs to include info about the "skills" and "quests" properties for getting a character's skills and quests
  • Updated "Map Properties" built-in docs to include info about the "Player Override" setting only changing the visual appearance
  • Updated "Entity Properties" built-in docs to include info about $object variable that's available to the pushing-related tile scripts
  • Updated "Data Files" built-in docs to include .json file extensions in Bauxite examples since an extension is now required
  • Updated "Scripting Reference" built-in docs to include info about referencing main player character via "party.member["player"]"
  • Updated "Scripting Reference" built-in docs to include "Stop Music" function and updated signatures for "Play Music" and "Play Sound"
  • Updated "Scripting Reference" built-in docs to include info about retrieving gameplay settings as a codex via "global.gameplay"
  • Updated "Script Syntax" built-in docs to include info about the "Duplicate" function along with some Bauxite code examples
  • Updated "Stop Player" built-in docs to include a more clear description of how the function affects the player's movement
  • Updated "Groups" built-in docs to include a note that auto-hiding does not trigger if the Fog of War setting is enabled
  • Updated "Import Resources" and "Sound" built-in docs to include info about video file support (WEBM and OGV) and OGG support for sound effects
  • Updated "Widget Editor" built-in docs to indicate that custom widgets are now added to the management screen from the UI Editor's "Screens" tab