Release v1.2.2

RPG in a Box

Bring your stories and ideas to life! RPG in a Box lets you create games and other interactive experiences in a fun and simple way!

[img]{STEAM_CLAN_IMAGE}/27606242/f6598bd7767e58930028fe35d1a5c367ab10ce40.png[/img] Hello, my friends! The [b]v1.2.2[/b] update is here, which brings a few improvements to sprite-based models, as well as 30 additional bug fixes. Thank you so much to everyone for your suggestions and for taking the time to submit reports for issues that have arisen throughout your game making adventures. You're helping make RPG in a Box better for the entire community! [h3]New Features/Changes[/h3] [list] [*]Added "Billboard" toggle setting for sprite-based models and voxel-based models using the sprite mesh type (if disabled, the sprite won't always face the camera) [*]Added initial support for directional jump animations in free movement (e.g. "jump_east", if defined, will be played if the player is facing east when jumping) [*]Added Bluesky button to the "Connect with RPG in a Box" section of the About dialog that opens the official Bluesky account for RPG in a Box in your default browser [*]Added built-in documentation for the "Set Time" and "Set Day" scripting functions for changing the in-game time/day (includes code examples and usage ideas) [*]Changed "Pixel Size" setting for sprite-based models to use voxel units (Model Properties tab in the Voxel Editor and Entity Properties tab in the Map Editor) [*]Changed "Billboard Sprite" mesh option for voxel-based models on the Model Tools panel to be listed as "Sprite" now that the "Billboard" behavior is a separate setting [*]Changed Entity Properties tab in the Map Editor to show a pixel size field for sprite-based models (instead of scale fields) to be consistent with the Voxel Editor [*]Changed minimum/maximum values for the camera focal offset option to -100 and 100 (configured via Game Configuration -> Settings -> Camera -> Focal Offset) [*]Increased maximum vertical velocity for jumping in free movement to 1,000 (configured via Game Configuration -> Settings -> Gameplay -> Physics -> Vertical Velocity) [*]Updated "Map Editor" built-in documentation to include information about camera controls using the space bar to move, rotate, and zoom the camera [/list] [h3]Bug Fixes[/h3] [list] [*]Fixed issue where the quick slot bar and skill bar widgets (when enabled in the game configuration) would no longer be visible after restarting the game [*]Fixed issue where the minimum values for the "Grid Width" and "Grid Height" sliders in the Widget Editor were not being properly updated after resizing an element [*]Fixed issue where impassable entities could not be interacted with via the mouse cursor in grid-based movement when set up with custom collision in the Voxel Editor [*]Fixed issue where entities with custom collision would revert to default collision in some cases after an animation was played (causing unexpected behavior with projectiles, etc.) [*]Fixed issue where interaction with entities would stop working in free movement when using the "Change Camera" function to switch from third-person to first-person [*]Fixed issue where changing the player character's model visually (e.g. via the "Set Entity Model" function) would cause their currency to reset to zero [*]Fixed issue where the player character's walk animation wasn't being sped up while sprinting when using directional animation names ("walk_east", etc.) with no "sprint" animation [*]Fixed issue where overriding the player character's walk or sprint animation in free movement would cause the new animation to become stuck on the first frame [*]Fixed issue where the player character, while crouching, was unable to stand back up or jump while under/in a passable entity (character, projectile, etc.) or a passable zone [*]Fixed issue where the "On Hit" script for a ranged weapon that consumes ammo by item ID or tag was not properly triggering (the ammo item itself had to have an "On Hit" script) [*]Fixed issue where projectiles would sometimes stop damaging the player character after they had previously visited a map with a visual player override assigned [*]Fixed issue where projectiles spawned within a particular map were persisting across other maps instead of being contained to the map in which they were spawned [*]Fixed issue where status effects were not being cleared when a character was defeated and status effects could be applied to a defeated character [*]Fixed issue where the player's direction would inadvertently change even when defeated if rotating the camera while holding a directional key in third-person relative free movement [*]Fixed issue where the player character was incorrectly able to free attack (i.e. Ctrl key in grid-based and left click in free movement) while the management screen was open [*]Fixed issue where pressing a number key to select a choice during dialogue would inadvertently also consume a quick slot item if an item was in the corresponding slot number [*]Fixed issue where using the "+=" operator to append one string value onto another in a Bauxite script would fail with an error about the variable not having a valid value [*]Fixed issue where the "Grab" control was not displaying in the bottom right corner if the player was next to a pushable object and then faced it via a scripted direction change [*]Fixed issue where currency names and skill descriptions configured in the Stats Editor were not being properly translated in the game UI when using localization [*]Fixed issue where the "Pixel Size" setting was being ignored for sprite-based entities added via the "Add Character" or "Add Object" function and for sprite-based player models [*]Fixed issue where the "Fixed Vertical Axis" setting for sprite-based models in the Voxel Editor was not being properly applied to all frames of the model when enabled [*]Fixed issue where billboard sprites with the "Fixed Vertical Axis" setting enabled were being changed to have a non-fixed vertical axis if they were selected in the Map Editor [*]Fixed issue where the "Rotation" settings were displaying on the Entity Properties tab in the Map Editor for billboard sprites (rotation is not applicable to billboard sprites) [*]Fixed issue where previews of sprite-based models (displayed on the right-hand side asset panel) were not being properly generated when a model was saved [*]Fixed issue where saving a sprite-based model in the Voxel Editor on a frame other than the first one would cause both of the frames to display concurrently in-game [*]Fixed issue where the preview image for the right-hand side asset panel would fail to save properly if a model within another subfolder had the same name [*]Fixed issue where a model's tab in the Voxel Editor wasn't being marked as having changes when using the "Clear All" button on the "Configure Attached Objects/Effects" dialog [*]Fixed issue where the Game Configuration Wizard that's shown when a startup script or player character hasn't been assigned wasn't displaying resources in subfolders correctly [*]Fixed issue where errors related to "common_parent" would display in the external console window when saving in-game if a previously visited map contained any NPCs [*]Fixed issue where errors related to "process_movement" would display in the external console window when loading a saved game then returning to a map with NPCs (see above) [/list]