Release Notes for v1.3.1
RPG in a Box » Devlog
Hey everyone, Justin here! The v1.3.1 update has arrived on Steam, which brings improvements to the Steam Workshop functionality and Bauxite scripting system, around 20 bug fixes, and more! Thank you so much to everyone for your suggestions and for taking the time to submit reports to the official forum for issues that have arisen throughout your game making adventures. You're helping make RPG in a Box better for the entire community!
New Features/Changes
- Added section to the Steam Workshop upload confirmation dialog to show any additional files that will be included (attached objects, images, etc.)
- Added applicable properties to the Model Properties tab for sprite-based models in the Model Maker (e.g. tags, character stats, custom collision, etc.)
- Added support for WAV files to be used as background music for maps (via the Map Properties tab) and with the "Play Music" Bauxite function
- Added "Custom Properties" section to the Map Properties tab in the Map Editor for defining custom properties for a map (see new Bauxite syntax below)
- Added "map.property" Bauxite syntax for storing custom map properties, similar to global properties but on a per map basis (e.g. map.property["xyz"] = 17;)
- Added "map.properties" Bauxite syntax for getting a codex of the current map's custom properties (as it's a codex, its keys can be iterated using a "for" loop)
- Added "global.properties" Bauxite syntax for getting a codex of all custom global properties (as it's a codex, its keys can be iterated using a "for" loop)
- Added "<entity>.properties" Bauxite syntax for getting a codex of all custom properties for an entity (as it's a codex, its keys can be iterated using a "for" loop)
- Added popup message that will display in the in-game debug console when attempting to load a map with missing assets, with a list of the specific files
- Added notification icon to the "Inn" tab that will blink when the log has a new message (e.g. someone joined, a chat message arrived, etc.)
- Added note to the "Export Game" dialog explaining how both the executable and .pck file are required for the game to run and that their base names must match exactly
- Updated positioning of the magic staff's projectile in the "First-Person Magic Shooter" project template so it spawns closer to the end of the staff's view model
- Updated "Slayer's Tutorials" button on the Game Manager to include a text label in the bottom left corner to help clarify the button's purpose
Bug Fixes
- Increased a memory setting to help resolve the "message queue out of memory" error that could display when using Quick Play and would result in missing editor UI
- Fixed issue where images for sprite-based objects attached to a model weren't being included when uploading the model to the Steam Workshop
- Fixed issue where pushable objects could be pushed/pulled through impassable characters in grid-based movement instead of being blocked
- Fixed issue where pushable objects could be pulled across tiles with non-walkable navigation paths in grid-based movement instead of being blocked
- Fixed issue where objects were incorrectly preventing pushable objects from moving over them in grid-based movement (should only consider navigation paths)
- Fixed issue where items in containers would sometimes reappear in the container if moved to different slots then later taken out of the container by the player
- Fixed issue where completing a tactical turn-based battle with a party member then resetting that map could cause a crash when moving a party member in a subsequent battle
- Fixed issue where real-time enemies spawned via the "Enemy Spawns" feature in the Combat Editor were not automatically being set as hostile if configured as such
- Fixed issue where ranged weapon projectiles fired from a first-person view model's "projectile" attach point were not being spawned in the correct position
- Fixed issue where real-time enemies with the "Two-Dimensional" setting enabled were inadvertently rotating when attacking with a ranged weapon
- Fixed issue where ranged weapon projectiles from real-time enemies with the "Two-Dimensional" setting were not travelling towards the player (only in a cardinal direction)
- Fixed issue where directional attack animations were not being triggered for real-time enemies with ranged weapons (e.g "attack_west", "attack_east", etc.)
- Fixed issue where ranged weapon attacks were not considering "projectile" attach points for directional animations (e.g. "attack_west", "attack_east", etc.)
- Fixed issue where ranged weapon projectiles fired by enemies during tactical turn-based battles were not being rotated to the proper angle
- Fixed issue where ranged weapon projectiles fired by real-time enemies would miss the player character in some cases when using a "projectile" attach point
- Fixed issue where using the "Fire Projectile" Bauxite function with "player" as the source entity would not work properly in grid-based movement
- Fixed issue where overriding the player's "walk" animation in free movement would cause the animation to get stuck when walking up against an obstacle
- Fixed issue where OBJ files would fail to import into the Model Maker if a material file used by the model was missing or had spaces in its name
- Fixed issue where the built-in "cursor.target" Bauxite variable was not properly updating after a widget was closed while hovering over a widget element
Documentation
- Updated built-in "Scripting Reference" docs to include info about the new "global.properties" and "map.properties" syntax for getting a codex of all custom properties
- Updated built-in "Tile", "Object", and "Character" docs to include info about the new "<entity>.properties" syntax for getting a codex of all custom properties
- Updated built-in "Codex" docs to include a Bauxite example of iterating all keys within a codex using a "for" loop (e.g. for $key in $my_codex do...)
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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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