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RPG in a Box News

Thank You!

Hello! I just wanted to take a moment and thank everyone for their kind, encouraging reviews of RPG in a Box! It's awesome seeing so many people vibing with my vision for the tool and knowing that in some cases it has enabled them to create games when they otherwise might not have been able to. I've included a handful of reviews from the past couple of months below for anyone who'd like to get a better idea of what RPG in a Box is about. Thank you so much again for your support! I'm really excited for the future of RPG in a Box and the many fun things I still have in store for it! 😊

RPG in a Box v1.0 Release

I'm very excited to announce that RPG in a Box has now reached v1.0 and has left Early Access! Thank you so, so much to everyone who has supported RPG in a Box in any way throughout the last 7 years of development. Your kind words, encouragement, and positive feedback have meant so much. šŸ’–

This is just the beginning for RPG in a Box! I have a lot of fun things still in store for it. You can watch the 1.0 release trailer below, which also includes a community showcase at the end containing some really cool games being made by the community! Thanks so much to my wonderful wife, Sarah, for editing everything together for the trailer. And thank you again to the RPG in a Box community and those who have helped spread the word about it. I love getting to see people having fun using it and making games with it, and I'm really excited for the future!

ā¤ļø Justin

[previewyoutube][/previewyoutube]

Release Notes for v1.0:
  • Added initial implementation of day/night system (enabled on "Day/Night" gameplay tab in Game Configuration dialog, with settings for cycle duration and lighting presets)
  • Added "Use Day/Night Cycle" setting on the Map Properties panel of the Map Editor to indicate whether or not the map should use day/night lighting or its own
  • Added "global.time" property to the Bauxite scripting language to get the current time (value will be between 0 and the configured day/night duration in seconds)
  • Fixed issue where some settings in the Game Configuration dialog's Gameplay section were not being disabled when using the default built-in preset
  • Documentation: Updated "Combat Editor", "Combat Systems", and "Dialogue Editor" built-in docs to bring everything up to date with the latest functionality
  • Documentation: Updated "Attach Points" built-in docs to include a scripting example of how to reference an object attached to an entity


Release Notes for v0.9.9

  • Added ability to rename lighting presets in the Map Editor and moved button toolbar to allow more room for the preset dropdown
  • Added warning message to Map Editor that displays when the pending tile would overwrite an existing tile at the current coordinate
  • Added setting to the Map Editor section of the Editor Settings dialog for disabling the tile overwrite warning
  • Added global event script for when a character gets damaged ($damage variable contains damage amount, self is character that was damaged, initiator is entity that dealt the damage)
  • Added titlebar button to player choice nodes in the Dialogue Editor as an alternate method of splitting a node out into a multiple choice branch
  • Added weapon minimum/maximum damage settings to the Item Editor (random value between these numbers is added onto a successful hit)
  • Added ability to cycle left and right through the player's available tool items using the left/right square bracket keys
  • Added information about the "noclip" free camera mode command to the in-game debug console's usage text
  • Added models by community members andysphinx, Fonk, skumleren, and Joseph DiPerla to the built-in Asset Library (6 tiles, 33 objects, and 19 characters)
  • Updated tile bounding box in the Map Editor to turn yellow when the pending tile would overwrite an existing tile at the current coordinate
  • Updated "Apply Lighting Preset" scripting function to fall back to the global presets if the specified one doesn't exist for the current map
  • Updated icon of management screen button for the default RPG in a Box theme to match the style of the other management screen icons
  • 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
  • Moved "Tool Item UI" game configuration setting from the Experimental section to the User Interface section (may need to enable again if being used)
  • Moved "Item Icon Popups" game configuration setting from the Experimental section to the Gameplay section's "Other" tab (now enabled by default)
  • Fixed issue with models failing to open in the Voxel Editor when an object set to be auto-attached no longer existed
  • Fixed issue with models not displaying properly as billboards in some cases when configured as a billboard sprite
  • Fixed issue with "Open in Script Editor" buttons not being enabled in some cases for the completion/failure scripts in the Quest Editor
  • Removed "alpha" suffix from the RPG in a Box version number displayed on the About dialog box
  • Documentation: Updated "Set Entity Script" built-in docs to include info about fourth parameter (triggerable by NPCs)

Release Notes for v0.9.0

  • Added initial implementation of Quest Editor with ability to define quests (with settings for name, description, completion script, failure script, and tags)
  • Added built-in Quest Log widget to display the player's current quests (accessed in-game via management screen, can be disabled in Screen Editor)
  • Added initial implementation of first-person menu-driven combat to allow simple turn-based dungeon crawler style combat
  • Added "Give Quest" scripting function for giving a quest to the player using its unique ID (e.g. give_quest("QUEST_0001"))
  • Added "Complete Quest" scripting function for completing a quest that was previously given to the player (will trigger quests's "Completion Script")
  • Added "Fail Quest" scripting function for failing a quest that was previously given to the player (will trigger quests's "Failure Script")
  • Added "Quest Editor" as an option for the "Default Editor Tab" setting in the General section of the Editor Settings dialog
  • Added support for OBJ exporting to the Voxel Editor (via "Export to External Format" toolbar button, with toggle setting for "One file per frame")
  • Added ".objects" scripting syntax for getting objects that currently exist on a tile (returned as an array, or null if no objects exist)
  • Added "comma-separated tags" placeholder text to the Tags field in the Item Editor to help clarify how the item's tags should be entered
  • Updated Bauxite source code generation in the Script Editor to always include semicolons after statements, even for those that are the last in a set
  • Removed "under construction" messages from the top of the Combat Editor and bottom of the Widget Editor and Screen Editor
  • Removed debug messages that would display in the console when creating a new voxel group in the Voxel Editor
  • Fixed some issues that could occur when attempting to duplicate an existing battle in the Combat Editor

Voxel Editor Basics 12 (Tutorial #13)

Check out the latest video in Sarah's Voxel Editor Basics tutorial series in which she explains how color palettes work! šŸ˜šŸ‘

[previewyoutube][/previewyoutube]