Release Notes for v0.7.1.0
RPG in a Box » Devlog
New Features/Changes:
- Added new tool item setting in the Item Editor allowing a global script to be assigned to the tool (instead of the default behavior that uses the target entity's script)
- Added ability to drag and drop existing nodes (without children) in the Dialogue Editor to move them to a different position within the dialogue
- Added new "compact mode" for nodes in the Dialogue Editor that can be toggled on and off via a button on the node's titlebar
- Added support for new "Offset" portrait position to the Theme Editor and related dialogue functionality (image is displayed outside of the dialogue box along the side)
- Added ability to specify which side a character's portrait should be displayed on (i.e. left vs. right) to the "Player" and "NPC" node types in the Dialogue Editor
- Added ability to specify that a character's portrait should be flipped horizontally to the "Player" and "NPC" node types in the Dialogue Editor
- Added option to the Dialogue Editor section of the Editor Settings dialog for customizing the color of connection lines
- Added option to the Dialogue Editor section of the Editor Settings dialog for customizing the color of the pending placement indicator/highlight
- Added option to the Dialogue Editor section of the Editor Settings dialog for enabling the "compact mode" setting on the Dialogue Tools panel by default
- Added option to the General section of the Editor Settings dialog specifying the default model filter (i.e. filter by name vs. filter by tag)
- Added ability to set the sun's latitude and longitude (i.e. height and direction) from the Procedural Sky Settings dialog in the Map Editor
- Added ability to rotate the preview camera on the Procedural Sky Settings dialog (with direction indicator and buttons to reset the camera and invert the mouse y-axis)
- Added ability to set the default initial frame for a model in the Voxel Editor which will determine the frame that is shown by default when added to a map
- Added option to the "Preview Attached Objects" dialog in the Voxel Editor to allow selection from any available attach points on the object being attached
- Added button to the Voxel Editor toolbar for hiding/showing the indicators (i.e. boxes with link icons) shown at the model's attach point locations
- Added ability to save camera positions in the Voxel Editor via the camera view panel in the lower right hand corner of the viewport
- Added Global Event Script option for "Character Enters a Tile" (in the script, "self" will reference the tile and "initiator" will reference the character)
- Added Global Event Script option for "Character Stops on a Tile" (in the script, "self" will reference the tile and "initiator" will reference the character)
- Added Global Event Script option for "Character Exits a Tile" (in the script, "self" will reference the tile and "initiator" will reference the character)
- Added Global Event Script option for "Character's Health Changes" (in the script, "self" will reference the character and the variable "$amount" will reference the amount their health changed by)
- Added option to the Map Editor for saving lighting settings into presets which can then be applied within the editor or in-game via the new "Apply Lighting Preset" function
- Added new scripting function "Change Camera" for switching the camera between Standard and First-Person
- Added new scripting function "Apply Lighting Preset" to apply a lighting preset to a map over a duration of time or instantly
- Added new scripting function "Set Ambient Light Intensity" to change the intensity of the map's ambient light (instantly or over time)
- Added new scripting function "Set Directional Light Intensity" to change the intensity of the map's directional light (instantly or over time)
- Added visual script nodes to the Script Editor for the "Apply Lighting Preset", "Set Ambient Light Intensity", and "Set Directional Light Intensity" functions
- Added constants for entity types (TILE, OBJECT, CHARACTER) to the Bauxite language (equivalent to the strings "tile", "object", and "character")
- Added new built-in entity properties for getting various string type values: ".model" (name of model, e.g. "grass"), ".type" (constant value: TILE, OBJECT, or CHARACTER) and ".terrain_type"
- Added new built-in entity properties for getting various array type values: ".animations", ".attach_points", and ".waypoints"
- Added new built-in entity property ".frame" for getting or setting an entity's current animation frame (e.g. self.frame = 2)
- Added initial support for emissive colors to the Voxel Editor (for use along with the "Global Illumination" and "Glow" map lighting options)
- Added initial support for glow lighting effect to the Map Editor (for use along with the "Global Illumination" option and emissive colors)
- Added ability to disable all visual indicators in the Map Editor by pressing Shift + ~/` (previously the only option was to hide them temporarily by holding the ~/` key)
- Added "Hide Invalid Tiles" option to the Editor Settings dialog for hiding tiles on the resource panel that don't match the currently active map's tile width
- Added initial support for random encounters to the Combat Editor (with option to define a list of possible battles and the chance that each can occur)
- Added ability to take screenshots by pressing F12 in-game (images are saved into the user's pictures folder within a subfolder for the game)
- Added icon for the enemy count setting shown when an enemy is selected in the Combat Editor's "Battles" section
- Updated Script Editor to disable the visual graph when editing the source code of a script to prevent changes to the visual nodes
- Updated script, item container, platform, and vehicle sections of the Entity Properties panel in the Map Editor to scroll as much into view as possible when expanded
- Updated Voxel Editor and related model functionality to support odd voxel grid dimensions for models (previously limited to only even dimensions)
- Updated calculations for vertical positioning of characters to consider height of voxels on both sides of the center line (for tiles with even dimensions)
- Changed default angle of the directional light in newly created maps to be pointing straight down (i.e. high noon)
- Changed filter box along top of the tile/object/character panels to filter by name as the default option (instead of by tag)
- Changed some of the sections in the Combat Editor to be collapsed initially (those other than the General, Battles, and Enemies sections)
- Updated icon for the "Battles" header in the Combat Editor to a new crossed swords icon in place of the original single sword icon
- Updated hover highlighting for placeholder dialogue nodes in the Dialogue Editor to match the pending placement color (customizable from the Editor Settings dialog)
- Changed label wording on the Map Properties panel to use "Intensity" instead of "Energy" to match the scripting functions for lighting
- Removed OBJ option from the Voxel Editor's "Export to External Format" dialog until the functionality has been fixed for a future update
Bug Fixes:
- Fixed issue where using a duration of zero for the "Set Ambient/Directional Light Color" and "Set Entity/Group Light Color" functions would cause them to fail
- Fixed issue where using a duration of zero for the "Set Entity Light Intensity/Diameter/Attenuation" functions would cause them to fail
- Fixed issue with "Add Character" scripting function not considering the passability of characters on the target tile
- Fixed issue where double-clicking a function in the script function list added it to the visual graph instead of the source code when editing the script's source code
- Fixed issue with sound dropdown on the "Play Sound" visual script node not clipping sound names that were longer than the width of the dropdown
- Fixed issue with player character's "direction" property not being correct in some cases when climbing a climbable tile and accessing the property via script
- Fixed issue where using "player.direction" to set the player character's direction in first-person mode wasn't updating the camera's direction
- Fixed issue where a vehicle's model wasn't rotating when the player turned while operating the vehicle in first-person mode
- Fixed issue with climbing functionality not working in first-person mode (pressing "C" to climb will now properly cause the player to start climbing)
- Fixed issue with attaching an object to a model in the Voxel Editor when the current frame didn't have an attach point with the ID being assigned
- Fixed issue with the "Remove surfaces along grid boundaries" transparency setting in the Voxel Editor no longer working properly
- Fixed issue where platform-related properties weren't being carried over to the new tile when replacing an existing tile in the Map Editor
- Fixed errors that could occur when using box mode to place tiles in the Map Editor and adjusting the dimensions of the pending area
- Fixed issue where the Map Editor crosshair was not being hidden when holding down the ~/` key to hide extras
- Fixed issue where part of the Map Editor crosshair graphic would sometimes incorrectly display after releasing the ~/` key to hide/show extras
- Fixed issue where newly created maps that hadn't been edited/saved would be marked as having changes the first time being opened in the Map Editor each session
- Fixed issue with initial angle of a newly created map's directional light not being consistent with the horizontal/vertical values displayed on the Map Properties panel
- Fixed issue where models created using the "Save As" feature weren't displayed in the recent file list until the application was restarted
- Fixed errors that would occur when disabling the "Light Source" setting for a model and then opening a map using that model in the Map Editor
- Fixed issue where the camera could sometimes not be zoomed in or out during menu-driven combat
- Fixed issue with the portrait preview image sometimes displaying incorrectly after changing its position in the Theme Editor
- Fixed issue where dragging a function onto a blank line in the source code area of the Script Editor created an extra semicolon on its own line
- Fixed issue with incorrect vertical scrollbar colors in the Dialogue Editor when using the Obsidian theme
- Fixed typo in description of the "Reset Map" function in the list of scripting functions in the Script Editor
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RPG in a Box
Bring your stories and ideas to life!
Status | Released |
Category | Tool |
Author | Justin Arnold |
Genre | Role Playing |
Tags | 3D, engine, Game engine, Godot, godot-engine, Turn-Based Combat, Voxel |
Languages | English |
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