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Release Notes for v0.6.3.2

New Features/Changes:
  • Added support for multiple scripts per tile (scripts can now be assigned for each trigger event instead of being limited to just one)
  • Updated script section of properties panel for objects to include "Trigger Event" dropdown (with only the existing "Character interacts" option for now)
  • Updated "Add Object" and "Add Character" scripting functions to support a direct tile reference for the target instead of requiring its ID or coordinate
  • Updated error handling for the "Add Object" scripting function to properly catch invalid types passed as parameters
  • Updated error handling for the "Set Entity Script" scripting function to properly catch invalid trigger type values for tile scripts
  • Updated style of the Ambient Light and Directional Light sections of the Map Properties panel to match other settings sections
Bug Fixes:
  • Fixed issue where attach points couldn't be moved after being renamed in the Voxel Editor (until the model was re-opened)
  • Fixed issue where dialogue marker icons were not being removed when placing a character with a default dialogue in the Map Editor then undoing the action
  • Fixed issue where the states of widget elements (items in slots, text within fields, toggle button states, etc.) were not being stored when saving a game
  • Fixed issue where equipped items were not being stored when saving a game (causing "Unequip Item" attempts to fail after loading the saved game)
  • Fixed issue where a character's currency amount was not being stored when saving a game and therefore not being restored after loading the saved game
  • Fixed issue with "Add Object" scripting function where objects could be placed onto tiles already occupied by an object or NPC
  • Fixed issue with "Add Tile", "Add Object", and "Add Character" scripting functions not properly validating the entity ID when provided
  • Fixed issue where platforms would not resume their movement upon returning to a map when the player left the map while the platform was still moving
  • Fixed issue with global properties not being reset after a game was restarted (after the player is defeated or via the "Restart Game" function)
  • Fixed issue with references to party members (i.e. party.member["member_id"]) stored in variables or properties not working correctly when later referenced
  • Fixed issue with widgets not being visible after a game was restarted (after the player is defeated or via the "Restart Game" function)
  • Fixed issue with widget text fields sometimes reverting to their original text value (e.g. when modifying the text of another element)
  • Fixed issue where the states of widget elements were not being properly reset when a game was restarted
  • Fixed issue with the widget toolbar not displaying on the management screen when an item container was opened without having first opened the management screen
  • Fixed issue with item tooltips not being hidden when the widget containing the corresponding item slot was hidden with the "Hide Widget" function
  • Fixed issue with entity tooltips not being hidden after the corresponding entity was removed from the scene

Release Notes for v0.6.3.1

New Features/Changes:
  • Added initial functionality for dropping items (left click anywhere in the game world to drop the item currently being held with the cursor)
  • Added "Can Be Dropped" setting to the Item Editor for specifying whether or not an item can be dropped (enabled by default)
  • Added "Tool Item" setting to the Item Editor for indicating that an item is a tool (in preparation for future functionality)
  • Added options to the Game Configuration's Sound Effects section for "Item Grab" and "Item Drop" (played when grabbing/dropping items within widgets or from/onto the ground)
  • Added console command to enable a new debug mode ("debug on" and "debug off" to enable/disable), with initial functionality of displaying IDs in item tooltips
  • Updated usage text for the debug console to include the new debug mode command and to combine the "nav on"/"nav off" usage info into one line
  • Updated wording of the labels for the toolbar icon fields on the Widget Properties panel to be more descriptive (i.e. "Toolbar Icon" instead of "Image")
Bug Fixes:
  • Fixed issue where using Shift + Left Click to transfer items between the player's inventory and containers wasn't checking to ensure an open slot existed
  • Fixed issue where the item container screen would be empty when opening a container after having previously displayed a message via "Display Message"
  • Fixed issue where defeated real-time enemies were not being removed from the map when damage shake/flash was disabled
  • Fixed issue where the player could exit a vehicle via Ctrl + Left Click while the vehicle was still moving
  • Fixed issue with the fill tool in the Map Editor causing a crash when used with the contiguous option on certain map layouts
  • Fixed issue with the inventory widget not reappearing after a dialogue/message if it had been opened prior to the start of the dialogue/message
  • Fixed issue with mouse input that would sometimes occur when closing an inventory widget then reopening the management screen and the widget
  • Fixed release date year for the v0.6.3.0 change log from 2020 to 2021

Release Notes for v0.6.3.0

New Features/Changes:
  • Added the ability to copy and paste voxels in the Voxel Editor (via Ctrl+C and Ctrl+V or the "Copy" and "Paste" buttons on the Model Tools panel)
  • Added ability to combine items into a stack and to split item stacks by holding Ctrl key to grab one at a time
  • Added "Inventory Widget" property in the Voxel Editor for specifying a custom widget to use for the character's inventory
  • Added "Container Widget" property in the Map Editor for specifying a custom widget to use for an object configured as an item container
  • Added gameplay mechanic setting to the Game Configuration dialog for adjusting the fog of war distance
  • Added setting to widgets for displaying an "X" close button in the titlebar (configurable from the Widget Properties panel when the titlebar is enabled)
  • Added tooltip and hover graphics functionality for widget item slots (storage slots, equipment slots, and crafting input slots)
  • Added preliminary built-in widget for Equipment with a player model element and slots for the default slot IDs of "head", "left_hand", and "right_hand"
  • Added "Capture Image to File" functionality to the Map Editor for capturing a region of the viewport to a PNG file (similar to Voxel Editor)
  • Added "Embark Script" option for objects configured as vehicles in the Map Editor (triggers when the player character enters the vehicle)
  • Added lock icons next to the built-in widgets in the Widget Editor toolbar dropdown to indicate that they can't be edited
  • Added option to the Main Main Editor for specifying whether or not NPCs are allowed to move around when the Main Menu uses a background map
  • Added Steam rich presence value for "Game Configuration" that will display while in the game config dialog
  • Added "General" section to the Combat Editor with initial options for changing the default damage sound effect and toggling the damage shake/flash effect
  • Added editor setting for selection color to the Voxel Editor section and changed the default color to #DFFF00
  • Added placeholder "Screens" tab to the UI Editor in preparation for future functionality (currently this tab only displays a preview of the management screen)
  • Converted the built-in inventory and item container windows over to the new widget system to allow for easier customization in the future
  • Improved keyboard and gamepad movement to be more fluid when controlling the player character (should require less releasing/pressing to continue moving)
  • Changed item quick slot controls to use left-clicking for item usage and right-clicking for clearing the quick slot
  • Updated Widget Editor to allow built-in widgets (inventory, item container, and quick slot bar) to be duplicated into a custom widget
  • Updated item quick slots to display hover graphics and hand interaction cursor when appropriate
  • Updated shop item slots to show an item tooltip upon hovering (including the cost of the item set in the Item Editor)
  • Updated in-game cursor to display how many of an item is currently being held when transferring stacked items
  • Updated "Show Toolbar" and "Hide Toolbar" scripting functions to only work when the Management Screen is enabled
  • Updated turn-based battles to display a health bar over the main player character instead of only over the other party members
  • Updated health bar in the lower left corner to display the active party member's health during turn-based battles (and to be hidden during an enemy's turn)
  • Updated turn-based battle interface to hide the "End Turn" text while the Management Screen is open
  • Updated vehicle interaction to require the "Walk and Interact" path type between the player character's tile and the vehicle's tile
  • Updated Management Screen in-game to remember any custom widgets that were opened when closing then re-opening the Management Screen
  • Moved "Management Screen" options to the "User Interface" section of the Game Configuration dialog (which is now enabled by default)
  • Moved script settings for "Trigger When" and "Triggerable by NPCs" below the source code area on the Entity Properties panel of the Map Editor
  • Enabled caret blinking functionality for various text fields throughout the editor interface
  • Changed default cursor color to #A040FF and default surface edge color to #FF0080 in the Voxel Editor


Bug Fixes:
  • Fixed issue where "Craft Item by ID" widget buttons were not working properly when a recipe required more than one of a particular item
  • Fixed widget element errors that would fill the console when changing the player character's model using the "Set Entity Model" function
  • Fixed issue with 3D model widget elements not being updated when the player character's model was changed
  • Fixed issue with the player's minimap position not being updated in widgets after the player's character model was changed
  • Fixed issue with the indicator for the player's position displaying in the incorrect location in minimap widget elements
  • Fixed issue where items equipped to the player via scripts would not be reflected in 3D model widget elements (when configured with attach points)
  • Fixed issue with item tooltips not being hidden when using the "I" key to close the inventory
  • Fixed issue with entity tooltips not being hidden when using the "I" key to open the inventory
  • Fixed issue with item slot hover graphic not being cleared when using the "I" key to close the inventory
  • Fixed issue where the game cursor and entity tooltip were not being properly cleared when the mouse cursor moved into a widget
  • Fixed issue with positioning of fixed (i.e. non-draggable) widgets when the game was fullscreen or using a window size greater than 1280x720
  • Fixed issue with dialogues failing to start when they were triggered from a button's script within a widget
  • Fixed issue with the frame image not showing properly for newly created widgets (showed as solid blue background instead of the default graphics with rounded borders)
  • Fixed issue with moving an element onto an invalid position in the Widget Editor (element will now revert to its original position instead of being removed)
  • Fixed issue where a element's type icon would inadvertently reappear after moving the element when type icons were disabled on the Widget Editor toolbar
  • Fixed issue where a newly duplicated widget sometimes couldn't be selected from the dropdown in the Widget Editor until re-opening the project
  • Fixed issue with entity references in scripts not being properly converted to strings before being concatenated with another value and displayed
  • Fixed some cases where a script or dialogue could fail when the built-in "self" variable referenced an entity that was previously removed from the scene
  • Fixed issue where items couldn't be equipped to equipment slots if the project did not yet have a "stats.json" file
  • Fixed issue where the matrix dropdown was not being hidden when first importing a QB model into the Voxel Editor and then selecting a VOX file to import
  • Fixed issue where the maximum value for "Initial Frame" was not being properly set in the Map Editor based on the selected entity
  • Fixed issue where "Initial Frame" was not being applied to the model in the Map Editor until focusing another field or selecting another entity
  • Fixed error that occurred in the Map Editor when selecting an item container containing an item that no longer exists
  • Fixed issue where item containers would display with an empty slot in-game when an item in the container had been removed from the item database
  • Fixed surface edge issues that could occur when importing a VOX model with multiple frames into the Voxel Editor
  • Fixed issue where pressing the Enter key in direct entry fields of visual script nodes would insert a line break
  • Fixed issue where the properties tab would incorrectly display Widget Properties when a project was first opened
  • Fixed issue with changes to item costs not working properly in the Item Editor and costs inadvertently defaulting to 15 in-game
  • Fixed wording on "Terrain Types" dialog when setting the terrain types for a vehicle in the Map Editor (changed "character" to "vehicle")


Documentation:
  • Added initial version of built-in docs for "Vehicles" and "Terrain Types"

Copying and Pasting!

Finally implementing a commonly requested feature: copying and pasting in the Voxel Editor! Coming in v0.6.3! :)

Release Notes for v0.6.2.0

Hi, I hope everyone is doing well! Apologies for the amount of time it took to get this release out, but it will fortunately lay some important groundwork for the widget system (and the game interface in general). For now I should be getting back to more frequent updates. Please keep in mind that this is an early first pass of the new widget elements and related features, so there will be bugs and missing functionality. As always, I appreciate everyone's patience and continued support! :)

The new Widget Editor documentation is available both within the editor and online here: https://www.rpginabox.com/docs/doku.php?id=widget_editor

New Features/Changes:
  • Added "Item Storage Slot" as an available element type in the Widget Editor (slot that allows the player to store items into)
  • Added "Equipment Slot" as an available element type in the Widget Editor (allows the player to equip an item to a particular slot ID)
  • Added "Crafting Input Slot" as an available element type in the Widget Editor (slot that is used along with a button having the "Craft Items" action type)
  • Added "Shop Item Slot" as an available element type in the Widget Editor (with initial settings for item and item count)
  • Added "Button" as an available element type in the Widget Editor (with settings for text and image and action options of "Run Script", "Close Widget", "Craft Items", and "Craft Item by ID")
  • Added "Text Field" as an available element type in the Widget Editor (with initial settings for font, font size, and read-only state)
  • Added "Text Label" as an available element type in the Widget Editor (with initial settings for font and font size)
  • Added "Progress Bar" as an available element type in the Widget Editor (with ability to set expressions for current value and maximum value)
  • Added "3D Model" as an available element type in the Widget Editor (initially limited to displaying the player character's model)
  • Added "Minimap" as an available element type in the Widget Editor (initially limited to the existing minimap functionality displayed within the element's area)
  • Added visual script nodes to the Script Editor for "Show Widget" and "Hide Widget" functions
  • Added "Help" button to the Widget Editor toolbar that will jump to the editor's built-in documentation
  • Added description text box and "View Full Documentation" button at the bottom of the Widget Tools panel
  • Added toolbar button to Voxel Editor for capturing an image to a file (from a region of the viewport, similar to character portrait capturing)
  • Added initial management screen functionality in-game (off by default for now, can enabled in settings via Game Configuration -> Experimental)
  • Added initial auto-tiling functionality to the Map Editor ("Single" placement mode only for now - use the new "Create Auto-Tiles" button on the Map Editor toolbar to set up a tileset)
  • Added initial functionality for multi-tile (2x2) characters (to use, set the character's "Size in Tiles" property in the Voxel Editor before placing them into a map)
  • Added options to the "Default Tab" editor setting for each specific UI Editor sub-tab (Theme, Widgets, Main Menu, and Credits)
  • Updated item references in scripting to include support for getting ID and count (for item slot widget elements: $widget.element["0001"].id)
  • Changed tag and name filtering for models in the right-hand side preview list to be case-insensitive


Bug Fixes:
  • Fixed issue with attach point scale values not being properly applied when the values differed throughout a model's animation
  • Fixed issue where attach point markers were not being hidden when capturing a portrait/thumbnail or holding back quote to hide extras in the Voxel Editor
  • Fixed issue with the default zoom level in gameplay settings being incorrectly limited to the current min/max zoom values when "Allow Zooming" was disabled
  • Fixed issue with custom speaking sounds for characters not working properly during dialogues (default would always be used instead)
  • Fixed issue with maximum margin values not being updated based on image size when an image element was selected in the Widget Editor
  • Fixed issue with the game's theme not properly reverting to default settings after ending a dialogue where the last node had a theme override
  • Fixed issue where tiles would sometimes fail to be deleted in the Map Editor and errors would be displayed in the console window when attempting to remove them
  • Fixed issue with the Widget Editor inadvertently catching "Delete" key presses while in the Map Editor, preventing the key from properly deleting tiles and objects
  • Fixed issue with turn-based battles getting stuck when an enemy character had a movement range of zero
  • Fixed issue where using the "Navigation/Interaction" context menu in the Map Editor was not creating an undo action or marking the editor as having changes
  • Fixed issue where using "Load External Image" from the Image Editor dialog would sometimes result in the loaded image becoming distorted
  • Fixed issue with selection markers not being removed in the Widget Editor after selecting an element within a widget then switching to another widget
  • Fixed issue in the Item Editor where changes to an item's details would be lost if filtering the item list without first saving the changes
  • Fixed issue where saving the Item Editor when the item list is filtered would only save the items that were currently visible in the list
  • Fixed issue where dialogues could get stuck when the NPC's model was changed or when the NPC entity was removed during the conversation
  • Fixed issue where the control variable would have an extra dollar sign prefix when duplicating "For Loop" nodes in the Script Editor


Documentation:
  • Added initial version of built-in docs for "Widget Editor", "Widget", and "Management Screen"
  • Added initial version of built-in docs for widget elements "Item Storage Slot", "Item Quick Slot", "Equipment Slot", "Shop Item Slot", and "Crafting Input Slot"
  • Added initial version of built-in docs for widget elements "Text Label", "Text Field", "Button", "Image", "Progress Bar", "3D Model", and "Minimap"
  • Added initial version of built-in docs for "Attach Points" functionality (example images to come in a future update)
  • Added built-in docs for the "Show Widget" and "Hide Widget" scripting functions
  • Updated built-in docs for "Item" to include information about accessing an item's various properties via scripting
  • Updated built-in docs for "Voxel Editor" to include info about "Create Attach Points" mode and "Display Ambient Occlusion" toolbar button
  • Updated old "Decimal" data type text and link to the "Number" data type in the "Print" function documentation