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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.

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Release v0.2-alpha (Engines : RPG in a Box : Forum : Releases : Release v0.2-alpha) Locked
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Mar 26 2016 Anchor

Release v0.2-alpha of RPG in a Box is now available in the Downloads section! The main new feature in this release is a visual dialogue editor that replaces the original dialogue editor. See below for the full list of changes.

New Features:

  • Visual Dialogue Editor: Initial implementation of a new node-based dialogue editor for easier creation of dialogue.

  • Developer Console: In your game’s configuration, you can now enable a developer console that will allow you to execute scripting commands to aid in testing/debugging your game. While playing, press the tilde/left quote key (~/`) to display the console. You can then type in commands followed by the Enter key to execute.

  • Initial support for importing of PNG images into the Voxel Editor to assist with the creation of models from 2D sprites. Additional options around this feature will be added in future releases (cropping, rotating, thickness of generated model, etc.).

  • A “vision height” property was added to the Voxel Editor to specify the height of a character’s eyesight. This value is measured in voxels and determines the vertical height of the camera while in that character’s first-person view.

Other Changes:

  • Resource names are now displayed underneath each model preview. Also, the “open” button that would appear when selecting a resource has been removed since it unnecessarily covers up part of the model preview (and double-click can be used to open the model).

  • When selecting a resource from the sidebar, the “default” animation will be played if available (or the “walk” animation for characters).

  • Removed the color swatch icon from in front of the color picker button on the Voxel Editor toolbar. This wasn’t necessary and frees up some toolbar space. The color picker button was also made a bit wider.

Bug Fixes:

  • If the starting player coordinate doesn’t correspond to a valid tile for the map being loaded, the game will now attempt to find the closest tile at that XY position.

  • The model previews in the resource sidebar now take into account the height to prevent taller models from being partially clipped out of the preview. Some further tweaking will be done later on, but for the most part this should allow for better previews.

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