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RPG in a Box is a tool for easily creating 3D grid-based, voxel-style RPGs and adventure games—everything you will need for building and sharing your own game, all packaged together in a box, so to speak! This "box" will contain an assortment of editors (centered around a map editor and a voxel editor) that will allow you to make your game the way you want. I will be striving to make the software user-friendly so that no knowledge of programming, computer graphics, or modelling will be required, all while still maintaining as many customizable aspects as possible so that your game can be unique.

Post news Report RSS Release v0.2.2-alpha of RPG in a Box

RPG in a Box v0.2.2-alpha is now available for download! This version adds adjustable grid depth to the Voxel Editor and support for objects that span multiple tiles.

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RPG in a Box v0.2.2-alpha

In this version, objects can now be set up to span multiple tiles based on their voxel dimensions. In support of this, a grid depth slider was added to the Voxel Editor that can be adjusted independently of the grid width for objects. The width and depth are locked together for tiles, of course, since tiles are required to be square. I will potentially open this feature up for characters in the future to allow for possibilities such as large enemies that cover multiple tiles.


(Credit to Mike Judge for the car model which I used for testing)

In order to make sure of this new feature, you can set the grid width and grid depth for your object to a multiple of the tile width that your map uses. For example, if you are using the standard 16x16 tile dimensions and you set an object to have a width of 32 and a depth of 16 (like the car above), when placing it into your map it will automatically span across two tiles. As shown below, I have added the car to my map and set up interaction from the adjacent tiles.

Below is a full list of changes in this release:

New Features:

  • Objects can now span multiple tiles. In support of this new feature, the grid depth is now separately adjustable for objects in the Voxel Editor. As an example, if you are using 16x16 tiles, you can set an object’s grid dimensions to 32x16 and when placing the object into a map it will span two tiles. Similarly, a 32x32 object would span a square area of 4 tiles.

  • The current voxel coordinate is now displayed in the lower right corner of the Voxel Editor.

Other Changes:

  • Increased width limit of voxel models to 32.

  • Changed the application’s default font to Noto Sans.

  • Tweaked camera adjustments in the Voxel Editor to better accommodate varying grid dimensions.

Bug Fixes:

  • Colors will now be properly loaded when importing .vox files that are using MagicaVoxel’s default palette. Previously, an incorrect assumption was made that a palette chunk would always be present in the file.

  • Fixed another issue with the Tile Size filter where the sizes in the dropdown would sometimes be duplicated.

  • Bold grid lines in the Voxel Editor now correctly show at the center and at every 8 voxels from the center regardless of the grid width.

Post comment Comments
ilbarbudo
ilbarbudo - - 4 comments

Good work! :D

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Ol_Smaug Author
Ol_Smaug - - 91 comments

Thanks! :)

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Armcoon
Armcoon - - 798 comments

Look like you focus on increase width limit of voxel models. Good job, mate! :D

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Ol_Smaug Author
Ol_Smaug - - 91 comments

Thanks! Yep, this should open up the engine to more possibilities. :)

Reply Good karma+1 vote
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