Weekly Devlog #5


2017.12.18

  • Implemented dialog to show the palette matching results for the "Apply Palette" tool and to allow the user to override any color matches to a different palette color (v0.5)
  • Implemented undo/redo actions for the "Apply Palette" tool (v0.5)
  • Added an info dialog that is shown when using the "Apply Palette" tool and all colors already match the current palette (v0.5)
  • Social media posts for the "Apply Palette" tool
  • Fixed an issue with the palette grid popup for the "Apply Palette" tool where multiple color boxes would be highlighted with a white border instead of only one (v0.5)
  • Downloaded and compiled the latest Godot 3.0 source code from GitHub (v0.5)
  • Browsed for and selected a new editor font and made various tweaks to the UI theme settings (v0.5)

2017.12.19

  • Added code to hide the grid sliders in the Voxel Editor when the viewport is under a certain width (v0.5)
  • Various preparation and testing for the first official build of the v0.5 release using Godot 3.0 (v0.5)
  • Fixed an issue where certain icons were not loading properly after being exported to the PCK file (v0.5)
  • Made some changes to the Voxel Editor so holding the Ctrl key can also be used when the Attach/Erase/Paint tools are active to instead move voxels (which also fixed a couple of related bugs) (v0.5)
  • Fixed some visual bugs related to attaching new voxels that were adjacent to selected voxels (v0.5)
  • Fixed logic so that any selected voxels will be ignored when using the Paint and Erase tools in the Voxel Editor (v0.5)
  • Updated text fields to have a blinking cursor (v0.5)
  • Fixed an issue where a model's tags were not being refreshed in the resource grid, so the filter would not properly work until the project was reloaded (v0.5)
  • Fixed an issue where a model's 3D preview as not being refreshed in the resource grid (v0.5)
  • Wrote and submitted bi-weekly devlog to IndieDB

2017.12.20

  • Optimized the logic for the Voxel Editor's Move tool to remove some of the lag when moving a large number of voxels at once (v0.5)
  • Posted bi-weekly devlog to Itch.io, Steam, official website, etc.
  • Reworked logic for the Voxel Editor's Move tool to use actual grid coordinates instead of relative mouse movements when calculating the movement amount so it's more consistent/predictable (v0.5)
  • Fixed an issue where placing voxels in box mode against the edge of the grid could cause surface edges to not be calculated correctly under certain circumstances (v0.5)
  • Fixed an issue where Alt+Tabbing out of the application and back could cause the Voxel Editor to behave as if the Alt key was still pressed (v0.5)

2017.12.21

  • Fixed an issue with the functionality for importing a game project from pre-v0.5 versions (v0.5)
  • Created wiki page for migrating game projects to the new version (v0.5)
  • More preparation and testing for the first official build of the v0.5 release (v0.5)
  • Modified the Model Properties panel to use a scrolling container for character properties to allow the panel to be shrunk to a smaller size (v0.5)
  • Changed sound resources to no longer show the ".wav" extension in the Game Explorer and dropdowns since it is not really necessary (v0.5)

2017.12.22

  • Uploaded first official Windows build of RPG in a Box v0.5 to Itch.io and sent out message to owners with details (v0.5)
  • Implemented base UI and load/save logic for the Game Configuration dialog (v0.5)
  • Added general settings section to the Game Configuration dialog and "Game Title" setting to test load/save logic (v0.5)
  • Added gameplay settings section to the Game Configuration dialog and "Camera Type" setting (v0.5)

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