itch.iohttp://itch.iohttps://itch.io/t/5129607/turn-based-featuresTurn-Based Featureshttps://itch.io/t/5129607/turn-based-featuresSat, 26 Jul 2025 20:56:26 GMTSat, 26 Jul 2025 20:56:26 GMTSat, 26 Jul 2025 20:56:26 GMTCan you add some new features to tactical turn-based and menu-driven turn-based, specifically how enemies cannot have skills and move sets. Also, a glitch where if you have free movement and are moving at the end of a tactical turn-based game you will keep on moving without a key input, and a glitch where if you are holding and arrow key while attacking an enemy in tactical-turn-based you will move after your turn.

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https://itch.io/t/3025775/is-it-possible-to-use-external-assets-in-this-engineIs it possible to use external assets in this engine?https://itch.io/t/3025775/is-it-possible-to-use-external-assets-in-this-engineWed, 26 Jul 2023 20:05:24 GMTWed, 26 Jul 2023 20:05:24 GMTWed, 26 Jul 2023 20:05:24 GMTI have this sprite package that I bought recently, and I would like to know if they are usable in this engine.

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https://itch.io/t/4762003/changing-colors-for-navigation-linesChanging colors for navigation lineshttps://itch.io/t/4762003/changing-colors-for-navigation-linesSun, 13 Apr 2025 10:01:39 GMTSun, 13 Apr 2025 10:01:39 GMTSun, 13 Apr 2025 10:01:39 GMTI haven't purchased the engine (yet) but I was wondering if you could change what colors those lines show up as. I'm colorblind, so it's pretty hard to tell the difference between yellow, green, and orange at a quick glance. It would be awesome if I could change them to different colors. Something like red, yellow, white, blue... for instance.

What would also be really awesome would be the ability to change the style of the lines. Having Walk/Interact lines be solid, Walk lines be dashed, and Interact lines be dotted. Something like that. It would just make it easier to discern the type of line I'm looking at as someone who is color deficient xD

Love what I'm seeing of the engine so far and I can't wait to try it out more and get the full version!

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https://itch.io/t/4286470/roguelikeroguelikehttps://itch.io/t/4286470/roguelikeTue, 12 Nov 2024 03:48:21 GMTTue, 12 Nov 2024 03:48:21 GMTTue, 12 Nov 2024 03:48:21 GMTwonderful software. i have an older version with roguelike setting i guess the newest version doesnt have it? if not can i save the new sokoban version to older version? thnks

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https://itch.io/t/4131902/looks-cool-needs-web-webglhtml5-exportLooks Cool - Needs Web WebGL/HTML5 Exporthttps://itch.io/t/4131902/looks-cool-needs-web-webglhtml5-exportSun, 22 Sep 2024 02:43:06 GMTSun, 22 Sep 2024 02:43:06 GMTSun, 22 Sep 2024 02:43:06 GMTHi,
This looks like a great RGP making tool.
Any possibility of adding Web WebGL/HTML5 export?

Jesse Lee

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https://itch.io/t/2308674/new-dlcexpansionplugin-for-rpgiab-merchant-shop-systemNew DLC/Expansion/Plugin for RPGIAB: Merchant Shop Systemhttps://itch.io/t/2308674/new-dlcexpansionplugin-for-rpgiab-merchant-shop-systemThu, 18 Aug 2022 15:53:26 GMTThu, 18 Aug 2022 15:53:26 GMTThu, 18 Aug 2022 15:53:26 GMTHi folks! Welcome! This is my newly released Merchant/Shop System for the engine/tool "RPG in a Box"(http://www.rpginabox.com). Currently it has very limited functionality, but it does perform the basics of what it needs to do.  If you like what I created, please please please consider making a small (Or large, I am not biased :-P ) donation for this project as it will help me continue to develop this, other plugins, software and games even further. 

The Merchant/Shop system utilizes RPG in a Box's Message Box and Display Choices functionality to create a merchant store for your characters to purchase from. Set up is very easy to do. The scripting and shop set up is incredibly minimal, straight forward, quick and easy.  The systems minimal functionality is highly recommended for beginners looking to spice up their games. This system is in continuous development and will continue to add more functionality and features. 

Download it completely free of charge here: https://jdiperla.itch.io/merchant-system-for-rpg-in-a-box (Although a small or large donation would not be opposed ;-) )

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https://itch.io/t/2147144/new-tutorial-allowing-players-to-give-your-hero-custom-names-with-an-input-boxNew Tutorial: Allowing players to give your hero custom names with an input boxhttps://itch.io/t/2147144/new-tutorial-allowing-players-to-give-your-hero-custom-names-with-an-input-boxWed, 01 Jun 2022 15:03:24 GMTWed, 01 Jun 2022 15:03:24 GMTWed, 01 Jun 2022 15:03:24 GMTHi All, 

I started a new channel and tutorial for RPG In a Box. Check it out: 

My videos will get better, I promise. Please Like, share and subscribe to help me out.]]>
https://itch.io/t/282867/some-suggestions-for-new-features-for-the-engineSome suggestions for new features for the enginehttps://itch.io/t/282867/some-suggestions-for-new-features-for-the-engineWed, 22 Aug 2018 20:02:51 GMTWed, 22 Aug 2018 20:02:51 GMTWed, 22 Aug 2018 20:02:51 GMTHey Justin! I'm glad to read your new successful implementations for the engine. I myself worked in many game engines. And I have ideas about what would be useful or what I would like to see. I hope you will not be against my ideas.

_______________________________________________

Firstly I would really like the function of a counter and a timer. So that this could be used in games with time. For example: At the end of time, the protagonist of the game dies.

Second: Cut-scenes and video player in the engine. This is very useful before loading the game map, calling the script, or until the game map is completed.

Third. I dream about shaders (directx) and the ability to combine png images on layers.

And the most important idea for me. Compiling game for mobile devices (Android/IOS) and HTML5.

_______________________________________________

I understand very well that I want complicated things. And I know how difficult it is to realize. But I think you yourself would like some of them.

THX!

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https://itch.io/t/267312/hows-it-going-and-a-question-about-custom-statsHow's it going? And a question about custom statshttps://itch.io/t/267312/hows-it-going-and-a-question-about-custom-statsMon, 30 Jul 2018 17:30:51 GMTMon, 30 Jul 2018 17:30:51 GMTMon, 30 Jul 2018 17:30:51 GMTHey Justin, 

I think I've been spoiled by your frequent updates, so now that I haven't seen any new announcement posts in a couple weeks I'm like, "I wonder if everything's ok?"

As I continue to work on my game prototype, a question about stats has occurred to me. In my game, I've decided not to use a combat system, instead the game centers around stat tests like what some RPGs have during their dialogue. You know, where you can try to intimidate a person and it'll do a random roll against your strength stat to see if the attempt succeeds. Currently I'm using RPG maker to prototype (sorry for using your competitor for that! :3 ), and I'm using variables for the different stats, along with a custom made information window to display them. I was wondering if creating a similar custom window will be possible with RiaB? What I'm currently doing is a simple list with labels on the left and the variable display of the stat as a set of star icons on the right of the label, where the number of stars displayed is the value of the variable (ranging from 1 to 5). Just curious if the ability to do something like that will exist in RiaB?

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https://itch.io/t/243583/item-durability-and-ammo-countsItem durability and ammo countshttps://itch.io/t/243583/item-durability-and-ammo-countsSun, 17 Jun 2018 14:48:27 GMTSun, 17 Jun 2018 14:48:27 GMTSun, 17 Jun 2018 14:48:27 GMTHey there! Been a while, but I got derailed for a bit and now I'm back and working on my game. Well, really just playing around with RiaB and learning how to use it and improving my art skills with the voxel editor, since I get the impression with 0.5 that a lot will change under the hood. 

Anyway, I had a suggestion, which I didn't see on the Trello board, which is to have item durability. Weapons get worn down with use and armors get worn down when the player is hit in combat, with the developer controlling rate of decay, and what happens when the item reaches 0 durability. We'd be able to choose if the item is destroyed, becomes unusable but remains in the inventory, or has a stat decrease.

Relatedly, ammo counts for ranged weapons would be nice as well, but you've probably already got that planned :)

Unrelatedly, and sorry for having a bunch of different thoughts in one post, I saw on the Trello that you're planning to have 2D sprites for characters. I'm curious how this would work in terms of development. Would you implement a sprite editor within RiaB? If that's so, does that mean one day, in the future, we could potentially get a 2D version of RiaB? XD

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https://itch.io/t/131356/some-useful-ideas-for-rpg-in-a-boxSome useful Ideas for RPG in a Boxhttps://itch.io/t/131356/some-useful-ideas-for-rpg-in-a-boxMon, 07 Aug 2017 19:47:16 GMTMon, 07 Aug 2017 19:47:16 GMTMon, 07 Aug 2017 19:47:16 GMTGood Evening ;-)

My English is not really the best but - Try and Catch Error. 

Mainmenu

Implements of Pictures (in jpeg / png) or Videos (in mkv / mp4 codec) because it looks more "spezific" for the game.
At this moment i use a empty map with a "skybox" as picture and set this to my menu background. Its a good workaround but not the golden of an egg.

Then a GUI to make the translations in the Engine.. not outside in a *.csv.

Voxels

possible to make greater voxels. Bigger then 32x32. I know its hard for the ressource for a game but sometimes i think with higher res of the voxels some games looks better.

Oh, i found a bug, If you import a Voxel then the Save button does not light up. Its really annoying every time a change of the voxel to save the importet voxel. :-) (after a change the button is clickable.)


Some Functions


Hiding the Map, the Inventory by script functions

EnableMap (true / false)
EnableInventory
 (true / false)

A GUI for creation of Global Vars and an overview of all Global Vars. So it is possible to create GlobalVars before the game starts. and no script is need for this :-)


=> Edit this later if i have more ideas <= 

Ill hope this will help your or not :-)

Greetz
Pac

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https://itch.io/t/211714/semi-transparent-voxelsSemi-Transparent Voxels?https://itch.io/t/211714/semi-transparent-voxelsSat, 31 Mar 2018 21:17:40 GMTSat, 31 Mar 2018 21:17:40 GMTSat, 31 Mar 2018 21:17:40 GMTHey there! Are there plans to implement transparency for the voxels? Would be a good option for making, say scenes where fish or other objects could be seen under the water surface.

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https://itch.io/t/211708/gamefromscratch-coverageGamefromscratch Coverage!https://itch.io/t/211708/gamefromscratch-coverageSat, 31 Mar 2018 21:11:15 GMTSat, 31 Mar 2018 21:11:15 GMTSat, 31 Mar 2018 21:11:15 GMTHey, Gamefromscratch has done a video on RPG in a Box! I'll embed it here:

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https://itch.io/t/190225/alternate-way-to-manipulate-cameraAlternate way to manipulate camera?https://itch.io/t/190225/alternate-way-to-manipulate-cameraSat, 03 Feb 2018 20:38:02 GMTSat, 03 Feb 2018 20:38:02 GMTSat, 03 Feb 2018 20:38:02 GMTHey there! The trackball I use doesn't have a middle mouse button. Would it be possible to implement a way to emulate the middle button? Perhaps something like holding down ALT would cause the left mouse button to act like the middle mouse button? 

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https://itch.io/t/141814/suggestions-from-a-noobSuggestions from a noobhttps://itch.io/t/141814/suggestions-from-a-noobMon, 11 Sep 2017 09:00:28 GMTMon, 11 Sep 2017 09:00:28 GMTMon, 11 Sep 2017 09:00:28 GMTHello,

I have a bunch of suggestion, from a very novice point of view. I'm not a developer, i'm not used to game's engines, but i did try some of then just because i'm curious about stuff. So, my general knowledge is very low.

+ Now i think i can only click and drag items. I'd like to have the ability to move items from/to inventory to/from chest with shift+click, or double click, or something.

+ Now i think i have to place all voxels one by one when in editing tool. I'd like to have more tools like mirror xyz, fill empty holes in a  layer with selected color, and more mouse shortcuts : left to place, right to delete, middle to move the view.

+ Now i think i need to select "edit", then click on a tile, then delete, to delete a tile on the world map. Just like for voxel editor, i'd like to simply Ctrl or Shift or Right or Middle click to do so.

I'll add more later, but these are the main things i thought about after less than an hour messing with RPGInABox.


Edit :

+ It seems in Map editor, middle click rotate the view by defaut, but in the voxel editor, right click rotate the view. Should be the same everywhere.

+ In the map editor, i would expect right click to rotate, and middle click to pan the view, but to pan the view i have the click and switch to FreeCamera instead (edit my bad, shift+middle click does that)

+ The process of editing a voxel is quite painful, undess i've missed options. I'd like to draw line, but i can only do so if there is already a voxel placed next to the one i want to place. So to create an empty cube 16x16, i have to place manually all single voxel, and that's only for a basic cube shape.

Edit :

+ In the Map editor, i have to use wasd keys to move the view, but for keyboards such as my "TypeMatrix bépo" it's not really fair. The arrows should be in use en the editors too, not only ingame.

+ Messing with the Navigation paths is uneasy. I'd like to remove all path from a map, to delete all path in a tile whatever the altitude, and to delete more than one link at once by click and drag (it seems limited to one by one). 


Edit :

+ Would be nice if the program could remember my defaut path instead of always pointing to my desk.

+ I've had a weird bug, didn't manage to reproduce yet. I made a gif. As you can see, i cannot move the windows nor the links without moving the view, making the process almost impossible. Restart the prog fixed it.



+ When editing fo example the map's name, and then going to the script, i don't have the choice to select the "new" map, it's not updated.
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https://itch.io/t/141852/new-attributes-skills-effects-New attributes ? Skills ? Effects ?https://itch.io/t/141852/new-attributes-skills-effects-Mon, 11 Sep 2017 14:02:17 GMTMon, 11 Sep 2017 14:02:17 GMTMon, 11 Sep 2017 14:02:17 GMTHi !

+ Is it, or will it, be possible to change Health, Attack, etc to add my own (armor, mana, dodge, parade etc) ?

+ Same question for skills (run, hide, puncture, heal...) and effects (AoE grenade, ray of light...) ?

There are similar questions around, but topics are like 100 days old.

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https://itch.io/t/94389/photobucket-image-hosting-solvedPhotobucket - image hosting *solved*https://itch.io/t/94389/photobucket-image-hosting-solvedTue, 13 Jun 2017 21:00:19 GMTTue, 13 Jun 2017 21:00:19 GMTTue, 13 Jun 2017 21:00:19 GMTI just discovered i can display images properly in here using the 'direct' method , i thought to pass on the info for others or future members who might use photobucket also. All other methods seem to either not work or display part of the url. 

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https://itch.io/t/87811/starcrawler-example-grimrock-likeStarCrawler Example (Grimrock like)https://itch.io/t/87811/starcrawler-example-grimrock-likeTue, 23 May 2017 23:45:48 GMTTue, 23 May 2017 23:45:48 GMTTue, 23 May 2017 23:45:48 GMTI just wanted to share a video about a game that is similar to Grimrock but in the Sci-fi genre. It has the same control system as in RPGinAbox and i guess GR (which i haven't played).  I quite like how the combat system is done here so I thought i point it as one way combat could be done in RPGinAbox as a suggestion or one concept to consider since its dunegon crawler that fits with RPGinAbox. 

However the only thing i dont like is the combat screen background is always the same for a map. I think it would be interesting if like you could take a screenshot of players current area and sort of do a skybox like background of it with the center being the same tile floor as you are on where the combat takes place, would that be something that could be possibly done/added to RPGinAbox. I think it would make the combat feel less repitive even though you might have frequent types or mixes of enemies in a battle.


Another video of it with the exploration side of it for some inspiration..

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https://itch.io/t/91888/consumable-items-entity-propertiesConsumable items & Entity Propertieshttps://itch.io/t/91888/consumable-items-entity-propertiesSat, 03 Jun 2017 01:15:06 GMTSat, 03 Jun 2017 01:15:06 GMTSat, 03 Jun 2017 01:15:06 GMTHey again,

As far as I know, there's not a way to do this right now, but could we get consumable items?  This would make it possible to have healing items, etc., which would be nice.  You might have to put in an option to tell us if it's a healing item (restores health) or a buff (adds to defense/attack/movement for x length of time) or suchnot.  It would be good to be able to interact with this in the script, too, so we could access custom properties.

Also, it would be cool if there was a way to design properties to an entity directly while editing it.  This way, if I wanted to add a property to all entities of that type (let's say mana), I could do it without having to have a script to set it up.  Kind of just a little housekeeping thing, but I thought I'd mention it lol.  For that matter, it would be good to assign properties to the player specifically, and not just the entity accessed through the model page.  That way if we want to do stuff like customize characters, the player's properties can remain the same.

Have a great day!

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https://itch.io/t/91849/larger-voxel-gridLarger Voxel Grid?https://itch.io/t/91849/larger-voxel-gridFri, 02 Jun 2017 20:37:10 GMTFri, 02 Jun 2017 20:37:10 GMTFri, 02 Jun 2017 20:37:10 GMTHello,

I was just wondering if there are any plans to implement a larger voxel grid.  I have been making some fairly detailed models, however it makes it difficult to add any large creatures into the game.  Right now I have a wolf and a deer, and both are pushing the limits of the 32x32 grid.  I eventually want to add bigger creatures like bears, elk, etc., but with current size constraints, that's going to be impossible unless a larger grid is implemented.  Are there any plans for a bigger grid?  Maybe 64x64x96 (double current dimensions?)

Thanks, and have a great day! :D

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https://itch.io/t/76519/possible-bug-cannot-place-tiles-on-new-map-somewhat-solvedPossible Bug: Cannot place tiles on new map? *Somewhat Solved*https://itch.io/t/76519/possible-bug-cannot-place-tiles-on-new-map-somewhat-solvedSat, 29 Apr 2017 05:36:05 GMTSat, 29 Apr 2017 05:36:05 GMTSat, 29 Apr 2017 05:43:02 GMTI started a new project and created a new map, for some reason any tile i select wont show when i move the pointer onto map grid and cannot be placed on the map, I also noticed there is no x, y counter lower right when you move your mouse point around the grid to get coordinates.

The map is in the map folder.

The only thing i did different was change the grid size. When i click on Example or battle map those work fine i can add tiles but not my new map.

*Update*

Okay i discovered if your tiles are made in 16x they wont fit onto a Map that is smaller it seems, i created another map and made the map size 16x and i was able to move my tiles onto that, the other map I think was 8x, i cannot tell now, Map properties wont tell me what it is. I wouldnt of thought map size would affect tiles like this?

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https://itch.io/t/76517/suggestion-voxel-tile-editor-rulersguide-linesSuggestion: Voxel Tile Editor Rulers/Guide lineshttps://itch.io/t/76517/suggestion-voxel-tile-editor-rulersguide-linesSat, 29 Apr 2017 05:04:59 GMTSat, 29 Apr 2017 05:04:59 GMTSat, 29 Apr 2017 05:04:59 GMTIt would be handy to be able to toggle ruler lines that you can set a start and end point which to help doing designs so they are symetrical and the rulers (or guide lines). There could also be circle shapes that can be incremented bigger or smaller.

Additionally these shape guides could also be used to fill or place voxels where it sits on the grid as well, so you can easily create circles, triangles or lines X making this tool useful either to create shapes or a visual guide of the shape only as you create something. Hope this makes sense?

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https://itch.io/t/75106/how-to-get-doors-workingHow to get Doors working?https://itch.io/t/75106/how-to-get-doors-workingMon, 24 Apr 2017 11:50:08 GMTMon, 24 Apr 2017 11:50:08 GMTMon, 24 Apr 2017 11:50:08 GMTI looked at the example map and also checked out the script for it called open_door. I noticed tile02 was the tile behind the door and tile03 behind the door to the left, tile01 mentioned in the script i couldnt find on the example map.

So i am assuming the tile ID used in the scripts are to do with perhaps the game engine switching the door to tile03 when opened and back to tile02 when closed to give the appearance of opening and closing on its hinges?

On my map i created IDs for the tiles in the same locations relative (that is behind the door and to the left of door) to the door as in example one and named them tile2a and tile3a, tile04 for the mystery tile01 and duplicated the open_door script and renamed it Opendoor2 and placed that as the script for my door. But this didnt work, nothing happens :( infact if i clicked the door too many times it crashed the game.

Looking at the Source code i notice differences in the duplicate version (duplicate has a green Valid Script btw) this is the only differences i see in the source code...

Original: snippet

modify_navigation("tile01", "tile02", 2);

modify_navigation("tile02", "tile03", 1)

Duplicate:

modify_navigation("tile04", "tile2a", INTERACT_ONLY);

modify_navigation("tile2a", "tile3a", WALK_ONLY)

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https://itch.io/t/76512/is-there-a-fast-way-to-cover-a-map-floor-with-the-same-tileIs there a fast way to cover a map floor with the same tile?https://itch.io/t/76512/is-there-a-fast-way-to-cover-a-map-floor-with-the-same-tileSat, 29 Apr 2017 04:53:29 GMTSat, 29 Apr 2017 04:53:29 GMTSat, 29 Apr 2017 04:53:29 GMTI want to be able to 'fill' the map floor with a specific tile which i can replace or swap with others later on as i build my map, is this possible at all?

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https://itch.io/t/79696/twitter-script-funtion-of-the-dayTwitter: Script Funtion of the Dayhttps://itch.io/t/79696/twitter-script-funtion-of-the-daySun, 14 May 2017 01:36:34 GMTSun, 14 May 2017 01:36:34 GMTSun, 14 May 2017 01:36:34 GMTThese are great. Will you post these on the forums here too?

Also the Tiny Duneon screen shot looks awesome. You mentioned conversion, what are you converting from? can RPGinBox do 2d sprites as well?

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https://itch.io/t/77978/is-it-possible-to-create-a-flashlight-torchIs it possible to create a flashlight torch?https://itch.io/t/77978/is-it-possible-to-create-a-flashlight-torchSat, 06 May 2017 08:07:18 GMTSat, 06 May 2017 08:07:18 GMTSat, 06 May 2017 08:07:18 GMTA flashlight torch that projects/beams the light straight a head of it (when on) and have everything else dark?

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https://itch.io/t/76548/how-to-have-two-object-side-by-side-without-large-gapsHow to have two object side by side without large gaps?https://itch.io/t/76548/how-to-have-two-object-side-by-side-without-large-gapsSat, 29 Apr 2017 10:29:44 GMTSat, 29 Apr 2017 10:29:44 GMTSat, 29 Apr 2017 10:29:44 GMTI notice when placing an object you can only have two on one tile/grid/square but on either side, not in the middle. So you can see the gaps between the objects.

<a href="<img src=" http:="" s157.photobucket.com="" user="" daza_07="" media="" spaces2.jpg.html"="" target="_blank">Current photo Spaces2.jpg"/></a>


What i want to achieve is have objects side by side, like this photoshopped version below..

Desired Result photo Spaces2_aimingfor.jpg

Is there a way to do this? I tried reducing the object grid size but didnt make a diiference, i guess the grid is just there is a creation aid only. When we do get the ability to copy an entire object and paste it i could have the two objects like these two suitcases side by side as a single object and it would still fit the current system of things but look better without having these noticable gaps when placing them on the map. At the moment I will have to manually create another identical suitcase next to the other and save it as a single object. But i wondered if there was another trick to do this as above in the picture.


ps. I dont know how to properly embed images, im using photo bucket and out of the 4 options for posting the image the HTML tag is the only one that works in itch.io but has part of the code showing.

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https://itch.io/t/76536/some-thoughts-about-smaller-objects-and-being-able-to-place-on-an-objectSome thoughts about smaller objects and being able to place on an object...https://itch.io/t/76536/some-thoughts-about-smaller-objects-and-being-able-to-place-on-an-objectSat, 29 Apr 2017 08:20:47 GMTSat, 29 Apr 2017 08:20:47 GMTSat, 29 Apr 2017 08:20:47 GMTI know currently you cannot place an object ontop of an object, but could this be changed to allow only 1 object to be stacked onto of another object? i have created a counter bench and i want to put some objects on top of it, register, telephone. I can create this bench as a tile in order to do it, but it means the floor beneath the bench will be blank.

Also what about adding the ability to create half size voxel blocks that would allow us to create something small like a telephone, cereal box etc that could be placed on a table object. Being able to work with a smaller voxel block means we can retain the detail but it will look smaller in the game.

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https://itch.io/t/76545/idea-voxel-editor-be-able-to-have-npcgrid-next-to-your-objecttileIdea: Voxel Editor: Be able to have NPC/Grid next to your Object/Tilehttps://itch.io/t/76545/idea-voxel-editor-be-able-to-have-npcgrid-next-to-your-objecttileSat, 29 Apr 2017 09:52:42 GMTSat, 29 Apr 2017 09:52:42 GMTSat, 29 Apr 2017 09:52:42 GMTI am trying to create some objects to scale but had to rework parts to make look correct in scale compared to the NPC. I was thinking it would be neat if you could creating something and have the NPC model/grid right next to your current creation with both bottom/floor grids level so you can immediately see how big or small an object needs to be. This would be even more handy if you create very tall characters perhaps can do the opposite have some regular objects to the left or right of it as you make it this might save a lot of time getting it right. I know the grids have squared lines across but you cant see these if you have a wall of voxels against the grid.

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https://itch.io/t/76540/suggestion-texture-creatorSuggestion: Texture creatorhttps://itch.io/t/76540/suggestion-texture-creatorSat, 29 Apr 2017 08:40:59 GMTSat, 29 Apr 2017 08:40:59 GMTSat, 29 Apr 2017 08:40:59 GMTBut being able to create a texture so we could apply them to objects/tiles we have created, eg spill stains, blood, mould, rust, trash, moss etc a script might change some blocks to look like freezing over or ice breaking up etc. The textures wouldnt have to be high res or being able to apply images to them, but create them in the game creator itself when the pixel editor is added (i think i read about Justin was wanting to add a pixel editor or tools something like that?) this could fit in with that. This also would allow fonts/letters to be added to a block which we could use as signs over a building or neon signs where we could change its color like intermittedly via a script.

This would allow the game art to look more immersive.

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https://itch.io/t/76539/will-we-eventually-have-glass-see-thru-voxelsWill we eventually have glass see-thru voxels?https://itch.io/t/76539/will-we-eventually-have-glass-see-thru-voxelsSat, 29 Apr 2017 08:34:57 GMTSat, 29 Apr 2017 08:34:57 GMTSat, 29 Apr 2017 08:34:57 GMTIf and when we get this implemented it would be great if we could apply a tint or filter maybe even a semi-transparent texture alternatively, this would allow all types of glass-like blocks. Minecraft only had one type i think and it did look repitious when you used it on a lot of things, mods of course introduced more. But having a few different ones by default that we could alter colour and transparency would be cool. These also could be used for neon signs and lights too if we fix a light on them.

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https://itch.io/t/76534/suggestion-rescale-an-objectSuggestion: Rescale an Object..?https://itch.io/t/76534/suggestion-rescale-an-objectSat, 29 Apr 2017 08:09:43 GMTSat, 29 Apr 2017 08:09:43 GMTSat, 29 Apr 2017 08:09:43 GMTIt would be neat if we could resize an object/tile/NPC so you could create a small tree and then resize it to a bigger one or doing different size crates or a type of monster in different sizes etc. However this might be a big ask as to trying to rescale everything so it will stay in correct proportion which might very well be a nightmare to implement. So if its too difficult then i can live without that feature but just thought to suggest it, ideas are free.

I had created an object and a bench set only to find out they were too big, so had to manually edit them to better scale.

But i thought being able to rescale things could save on time and having different sizes to use for things like trees, crates, stairs.

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https://itch.io/t/76511/error-message-re-item-png-i-madeError Message re: item png i madehttps://itch.io/t/76511/error-message-re-item-png-i-madeSat, 29 Apr 2017 04:46:00 GMTSat, 29 Apr 2017 04:46:00 GMTSat, 29 Apr 2017 04:46:00 GMTI noticed in the console when i load my game a error message about an item image i created, which does display in the game editor without any problems. So not sure if this is a bug or ?

 photo 7f9e9a84-d168-4ce8-a1a7-04d3de5f6526.png

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https://itch.io/t/76510/how-to-reset-the-green-navigation-grid-so-its-level-againHow to reset the Green Navigation Grid so its level again?https://itch.io/t/76510/how-to-reset-the-green-navigation-grid-so-its-level-againSat, 29 Apr 2017 04:39:00 GMTSat, 29 Apr 2017 04:39:00 GMTSat, 29 Apr 2017 04:39:00 GMTSomehow i raised the green Nav grid and i couldnt work out how to reset it...how do you reset this if you accidently change it? I was flying around on free camera mode and when under the world and tried to get back (i end up having to turn off free-cam mode to do this) and then i notice the green grid was off the ground.

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https://itch.io/t/76499/suggestion-add-a-refresh-button-to-refresh-content-foldersSuggestion: Add a Refresh button to refresh Content Foldershttps://itch.io/t/76499/suggestion-add-a-refresh-button-to-refresh-content-foldersSat, 29 Apr 2017 03:17:31 GMTSat, 29 Apr 2017 03:17:31 GMTSat, 29 Apr 2017 03:17:51 GMTAdding new item images or skybox images wont show unless you close down the program and restart it. Perhaps a button next to 'Force refresh of Navigation paths' could be for refreshing folders loaded. This means we can create new images on the fly and add it into the game without having to close it and restart the program. Unless there is a way to do this that i cannot see?

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https://itch.io/t/76491/character-turning-and-walkingnot-working-for-my-npcCharacter turning and walking...not working for my NPChttps://itch.io/t/76491/character-turning-and-walkingnot-working-for-my-npcSat, 29 Apr 2017 02:05:47 GMTSat, 29 Apr 2017 02:05:47 GMTSat, 29 Apr 2017 02:05:47 GMTI created a Bot character that has its walk animation appear to fire its mini-jets on its back legs when it moves (its legs dont move but its on roller blades sorta). But when this character changes direction to move it merely seems to slide sideways. I notice the default character walk, they appear to turn around to direction before the walk animation plays. My bot did not, not sure why?

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https://itch.io/t/76156/suggestion-add-functionality-for-puzzle-like-gamesSuggestion: Add functionality for puzzle like gameshttps://itch.io/t/76156/suggestion-add-functionality-for-puzzle-like-gamesWed, 26 Apr 2017 21:34:15 GMTWed, 26 Apr 2017 21:34:15 GMTWed, 26 Apr 2017 21:34:15 GMT1# Enable objects/tiles to be pushed in a direction

Remember those top down games like Boulderdash and Repton where you have to push blocks in order to progress but opening up a new path often meant hostile creatures could get out and wander the level looking for you. The trick was you had to let them out but set up a trap for them giving them only one way to go or let out two enemies that are hostile to one another hoping they will attack each other and thin their numbers down etc It was a puzzle for the player to solve pushing blocks here and there but being careful not to trap themselves (eg. you cannot push two blocks side side one another in the same direction, and pushing a single block there has to be a space adjacent to the direction you are pushing in order to move it) to try and trap those enemies in order to bypass them ideally you design a level so that there is chances the player might end up trapping themselves because they ran out of spaces to move the blocks or did so in the wrong way hence the puzzle aspect. We could make animations for the PC moving the object to make it a little more immersive.

I think having this functionality in this creator would be a great feature for those that want to create similar games and puzzles because RPGinABox fits right into that being a voxel game in that pushing or pulling tile blocks would seem a natural fit. This would be another play style that other types of games might use some of that for a puzzle in some places where there might be four blocks in a small space you have to move around in order to escape the hidden treasure room or get into a treasure room etc.

2# Destroy tile/object

Also adding the abillity to make a tile/object disappear eg. lets say your PC has limited dynamite and they place it on the block and a timer script runs and explodes where you have an animation for the explosion which the tile/object is removed at end of animation, this could fit easily a game about pushing blocks. Perhaps explosions can cause the enemies to head in the direction of the explosion though. An objecting being removed by certain conditions could also be for revealing a hidden treaure room, maybe you have to activate in sequence some other objects (tomb raider style) and a entrance way appears. Also why not add the ability for a block to appear when a tile is stepped on which might block the only entrance way in to a room or instead of a object appearing why not a hostile NPC? as if it was invisible and now appearing.

3# Be able to push/pull a block at bottom of stack

Not sure how difficult it would be to add basic physics or fake it, but imagine three tile blocks (since objects cant stack) stacked on top of each other and the PC pushes the bottom one out and the other two drop down by gravity but remain stacked, this would allow you to add more blocks in an area (remember two blocks side by side cannot be pushed together in a direction) so having stacked blocks/tile blocks means you can think carefully about which way you are going to push the bottom blocks out and setup somewhere. If this functionality isn't implement then it would the creator will have to place less blocks to avoid traffic jams as it were. But it would be more fun if the player has to avoid that themselves as they can choose how many blocks to move out from a stack if its added in to gameplay. Perhaps there could be two types of push moving into the block and pushing it or kicking a block where you remain where you are and the block moves in kick direction. Why not also allow a block to be pulled as well? some of these could be properties that you can in the object/tile creator check eg. Object can be pulled etc so in a script you can check if the player can do that.

Getting more blocks from a stack the player could set up path directing enemies which will breakout of an area the player needs to enter to progress the level when he pushes the block away from its enterance, and they pour out and go down the path he shaped by pushing blocks to cover other passage ways. Maybe the NPC enemies will need a script to move randomly in a realative direction as currently they might leave the enclosed room even if a gap was opened.

4# Climb

Also i think having an ability for the PC to 'climb' a tile or object if the properties for those allow it would fit with this too, that ability could be used for ladders and ropes only so the player can see where they can climb easily.

If all these are added this means the RPGinABox could be able to make interactive puzzle games very much like those old games Boulderdash or Repton. You can still have the RPG elements, but it would involve more interaction with the environment with the player, as well as adding traps and things like having entire walls disappear or appear for dynamic mazes that change every so often. This would make for exciting levels and more options for the player.

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https://itch.io/t/74779/some-feedback-and-ideas-so-farSome feedback and Ideas so farhttps://itch.io/t/74779/some-feedback-and-ideas-so-farSun, 23 Apr 2017 22:58:50 GMTSun, 23 Apr 2017 22:58:50 GMTSun, 23 Apr 2017 22:58:50 GMTMy feedback and ideas;

1# Auto-Save; In the settings set how often we want it to auto-save. Sometimes RPGinABox crashes out of the blue and you lose you work so this would help avoid losing too much, also its a good insurance against a powercut or someone leaving their computer and another family member closes the program or shuts the pc down.

Character/Object Editor:

2# It would be very handy to be able to copy a portion of obj/character and create a 'brush' or 'prefab' which will save to a brush/prefab library which you can use these prefab parts to quickly put together (a bit like lego) shapes that are common in your own NPC/Objects and be a faster means to reuse bits or swap parts around when doing the animation frames.

Character Editor:

3# Wireframe/Animation:

This idea might be a bad one, but what if for the animation aspect you can go into Wireframe mode which is basically a smaller voxel that you draw your wireframe as you normally do to create. Then you place your voxels around them for the body and body parts and in each new frame you can manipulate the body parts in a special 'Manipulate' mode (for the lack of a better word). Not sure how hard this would be to implement. It certainly might allow for more fluid animations? especial some hand to hand combat or even things like NPC placing their hands over their eyes or shaking their fist etc. Perhaps some voxels for bendy parts could rotate a certain angle to aid giving the look of bending like all the square voxels lean downwards per degree of angle for like moving a leg back...i am clueless what would be involved so im just brainstorming here.

4# Custom Properties for Characters/Objects;

Allow us to create a custom 'selected' (selected or not) properties it might be 'Object can turn on or Object is Heavy, Object is Stolen, these states can be changed by scripts and also checked. Also being able to create properties with Integer values would be cool too, so we can enchance what is already there, like if we wanted to add Stamina or a Wanted System we could add those things. Im guess we can display some of these stats in the UI menu creator (which i dont have any knowledge in at present) for creating a status bars or window. Also State Property- which in the editor you can keep adding different states to the property via dropdown menu of custom state eg. you might create a State Property called 'Damage': Undamaged, Slightly Damaged, Badly Damaged. Say you use this for a wooden door and the player has hit the door with a Sledge Hammer, a script will increment down the list of that property, and the output for hitting it might output the state of the door. This State property could be used for characters if you maybe had a mood indicator above the character based on what 'state' their mood is or even use the text from that property.

Map Editor:

5#Camera/View/Pitch upwards;

Add the ability to look upwards, currently if you zoom in there is no way to look up or at eye level which makes it hard to do interiors if you create a enclosed cave/building (unless you do the interiors first and then do the walls and ceilings last) i found you can look down and go through the ceiling but still feels very restrictive. It would be good to see the same eye level the player will if your game is going to be in First Person.

6# Unselect a tile when Multi-selecting;

With Current Multiple Selection method, if you accidently over do it and select a tile you dont want, you cannot undo it. I suggest if while still holding down Ctrl - click on the tile or object again to unselect it whilst retaining the other objects/tiles that has been selected.

7# Skyboxes;

Blockstorm the Voxel shooter that also has an extensive map editor, has some built in skyboxes that really makes your map immersive as a slightly blurred backdrop, although you couldnt make your own they had about 6 different ones for both day and night. Eg. one was just shapes almost silouette of skyscrappers for a city, another simple mountain ranges. It was seemingless around 360 of the background. It would be great if we could create one in a paint editor and export it in the right dimensions and format that could be used in our maps. This would give the illusion the player is in a larger world.

8# Prefab/Library for Map editor:

My idea for Char/Obj editor creating brushes or prefabs, for the Map Editor i will go with the the word Prefabs, same idea, allow us to select all tiles of a building (ie. walls and ceiling and whats inside) and create/copy it as a prefab which will get saved in the Prefab library. This would make adding many of the same type of buildings a breeze, where we might repaint it and tweak it to look slightly different or create variant prefabs. The BlockStorm Voxel game editor had this, and it was a big help in quickly making a map. If you imagine a large voxel cube for example, you could select the top left corner and drag the selection all the way to the opposite bottom corner so that the whole thing is selected including all voxels inside of that to be selection area. This allowed any interior objects or voxels to be included not just the outter walls, which was a fast way to select everything in a building you made before saving it as a prefab, perhaps something similar could be added. I know we can manually select multiple options with ctrl + click etc currently, but something like this would be quicker for buildings. But this doesnt just have to be for buildings but you might have a grave yard scene where you want to copy all the rows of headstones and save that as a prefab- where you add in other objects to make it look different after placing it or you create something static like a bus which is too big to create as an object, inside are seats and maybe even npc sitting in it. Including the ability to select also any placed NPC inside the area would be just as handy for creating background scenes. The Arma3 mission editor (which is now 3d) they called this 'Composites' so you could arrange many objects together in a scene and save it as a composite to reuse the exact same configuration/setup again anytime.

9# Floor Grid; Snap-to

A Snap-to to top of an object or tile, something like hold a key and right click to snap it to top of a tile and it will be perfectly level, sometimes its hard to get it right as the lines are quite thin and black. Also being able to change the colour of the grid could be good to. Even if its a glowing red or something so it stands out more.


9.1# Stacking tiles;

As an alternative It would be a little more quicker if we can just click the same tile we placed to stack it upwards each time we click it, rather than having to raise up the grid floor. 'Fight the Dragon' game voxel map editor uses this method and its quite fast to build walls. If this method was implemented then my 9# suggestion would be redundant perhaps.

10# Sound FX Generator:

Add a record from mic option, the user could make sounds with various real life objects and then manipulate them with the various settings in the generator to distort or shape it a little, this could include using our own voices to make sounds. This way we can create custom SFX on the fly.

As a final feedback i almost forgot:

I noticed when testing my muck around map, that when in First Person at least, there was noticable flickering of textures in foreground and background. It was quite distracting.

This is all i have so far, i hope it wasnt too long.

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https://itch.io/t/75109/how-to-have-a-script-to-activate-when-stepping-onto-a-tileHow to have a script to activate when stepping onto a tile?https://itch.io/t/75109/how-to-have-a-script-to-activate-when-stepping-onto-a-tileMon, 24 Apr 2017 12:18:19 GMTMon, 24 Apr 2017 12:18:19 GMTMon, 24 Apr 2017 12:18:19 GMTI would like to have a script where the Player walks onto a lava tile and takes damage per second while standing there or walking into objects such as thorns or cactus?

No doubt in time you will be adding more script examples in the game editor itself or on the wiki which i look forward to, but i hope to cut my teeth with some basics that would be useful for me to create a basic game, until i can tackle something more complex as i get used to the system.

Another beginner example could be stepping onto a certain tile which perhaps a enemy spawns or appears to rise from the ground (if that is possible) or a room trap where a gap in the wall behind the player suddenly closes with a wall tile or object spawns there in the room that appears to have no exits. Step by step guides are great but also actual example in the editor to tinker with can be handy in learning how things work, trying variations etc. Perhaps in time the community can contribute to these examples or guides for common basic functions or gameplay mechanics.

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https://itch.io/t/74808/how-do-you-get-your-tile-to-animate-in-gameHow do you get your tile to animate in game?https://itch.io/t/74808/how-do-you-get-your-tile-to-animate-in-gameSun, 23 Apr 2017 23:38:07 GMTSun, 23 Apr 2017 23:38:07 GMTSun, 23 Apr 2017 23:38:07 GMTI created a basic lava tile and some animation frames which i saved the animation and thought it would be tied to the object and animate when placed. But it was just static ingame (not sure if you set it up right i will animate in the Map Editor?)

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https://itch.io/t/48113/first-person-controls-thoughtsFirst-person controls thoughtshttps://itch.io/t/48113/first-person-controls-thoughtsSun, 20 Nov 2016 13:38:03 GMTSun, 20 Nov 2016 13:38:03 GMTSun, 20 Nov 2016 13:38:03 GMTHi!

So I've written down a few things about first-person controls here: https://wri.tt/jfyzlkrum8hczgyu

While this isn't very different from the current controls, I suppose this is more related to the "walking simulator" or adventure genres compared to the more obvious dungeon crawler influence of the engine, but apparently this is where my game is headed for. However, I have no doubt RPG in a Box could be used for many different kinds of games ouside of the RPG scope :)

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https://itch.io/t/74845/how-to-create-a-walkable-bridgeHow to create a walkable bridge?https://itch.io/t/74845/how-to-create-a-walkable-bridgeMon, 24 Apr 2017 00:15:56 GMTMon, 24 Apr 2017 00:15:56 GMTMon, 24 Apr 2017 00:15:56 GMTI created a bridge just using stairs and the roof tile which does have walkable checked. When i tested it out in game i didnt walk across it but instead fell down to the ground after walking up the steps and then walked with my head clipping the bridge/roof tiles.

Am i missing something?

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https://itch.io/t/74821/how-to-creating-wall-tiles-so-that-npc-cannot-pass-through-themHow to creating wall tiles so that NPC cannot pass through them?https://itch.io/t/74821/how-to-creating-wall-tiles-so-that-npc-cannot-pass-through-themSun, 23 Apr 2017 23:56:07 GMTSun, 23 Apr 2017 23:56:07 GMTSun, 23 Apr 2017 23:56:07 GMTUsing tiles to stack (via LCtrl + click) after raising up the grid to the top of the previous tile i created a wall that I discovered the NPC and PC could easily pass through. Is there a way to change a setting to prevent this or we have to make sure the ground floor tile where the wall will be built upon has to have a 'pending' navigation declared along the path of the wall to prevent characters walking through it?

*Solved*

I went ahead and experimented. When you place an object or high tile block it takes up 4 grid tiles right? with it being in the center. So if you want a tile object for a wall or column not to be passable you need to declare all four directions or sides of that 4 tile radius as non walkable? this is what i found experimenting. I think i will leave this post for other newbies like myself.

I wasnt able to change the connected tiles after placing the wall though, so i will have to delete them and start again now i know how to do it properly.

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https://itch.io/t/74059/ideas-for-customization-the-mainmenu-and-othersIdeas for customization the Mainmenu and othershttps://itch.io/t/74059/ideas-for-customization-the-mainmenu-and-othersFri, 21 Apr 2017 08:54:54 GMTFri, 21 Apr 2017 08:54:54 GMTFri, 21 Apr 2017 08:54:54 GMTDear Developers,

A possibility to add videos or jpegs as Background for the Mainmenu would be nice. Videos in the format like mp4 or webm (resources save)
Second is a way to change the textes in the Mainmenu to give it a personal note. Exporting the Game need to change the icon of the exported EXE. (i do it with resourceHacker - not the best way ;-)) (its only for beauty but necessary for release games.)


And. something that is importend for me (b'cause i like the feeling) is the walkingfeeling like in a RPG. Not so stiff like a Robot. WASD Control turning and moving in a RPG game like Gothic (was the first game that cames into my brain..)

So. Sorry for my Englisch. Its not the best but i try it. No learning without doing.

Greetz
Pac


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https://itch.io/t/72678/problem-export-gameblank-window-solved-sort-ofProblem: Export game..blank window..** Solved** Sort of..https://itch.io/t/72678/problem-export-gameblank-window-solved-sort-ofFri, 14 Apr 2017 03:42:55 GMTFri, 14 Apr 2017 03:42:55 GMTFri, 14 Apr 2017 04:40:19 GMTIts been a few weeks since i become a founder member and haven't really used RPGinABox latest version since messing around with the early build prior (i have been sick for a week or so). Anyway with that early version I was able to export what i was doing and playtest it. Now when i do this (my current RPGInABoX version is V0.3.9.15-alpha) and launch the exported game the game window is totally blank with the game cursor visible that seems to sometimes highlight on something in the blank window if i move it around.

Not sure why this is happening as i had no problems with the early build version. I was using the example map and had created a new one, was doing the tutorial (on IndieDB page) with how to link two maps.

*Update* Solved...I had to press SpaceBar in order for the map/game to appear in the window, whether or not there was a black start screen i am not sure?

However when i just tried going down the stairs it went to load the map and the screen went blank again...console window says Script Error: Load_map: Attempt to call function "instance" in base 'null instance' on a null instance.

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https://itch.io/t/53071/improvement-ideasImprovement ideashttps://itch.io/t/53071/improvement-ideasThu, 22 Dec 2016 09:47:50 GMTThu, 22 Dec 2016 09:47:50 GMTThu, 22 Dec 2016 09:47:50 GMTHi! So here's this big list of things and ideas I've noted during these last few weeks using RPG in a Box quite intensively. I think I've also a few bugs noted elsewhere, but I reported most of them already, so we'll see that later :)

https://wri.tt/4w9ngirat6yl3hto

Some are probably easy to implement, other way more complex or just silly, anyway I hope it helps!

Keep up the great work, and Merry Christmas :)

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https://itch.io/t/52493/dialogue-choices-display-script-errorDialogue choices display / script errorhttps://itch.io/t/52493/dialogue-choices-display-script-errorSat, 17 Dec 2016 21:30:28 GMTSat, 17 Dec 2016 21:30:28 GMTSat, 17 Dec 2016 21:30:28 GMT Hi! I think we discussed this earlier, but would it be possible to not make the player say the dialogue choice he's just chosen? Or make it an option? Personally I'm used to write dialogue choices as "previews" of what the player character will actually say or do, to allow a bit more freedom and surprises. So it would be pretty handy if possible :)

And now for something completely different, but still about dialogue, I sometimes get this error:

SCRIPT ERROR: update: Invalid type in function 'slerp' in base 'Quat'. Cannot convert argument 1 from Nil to Quat.
     At: res://player.gd:73

It appears randomly during my big introduction dialogue with multiple characters (and lots of quick scripts). When it occurs, it seems to be during a dialogue part in the middle of rotation scripts, something like this:

rotate_entity_towards(player, entity["c_cixdil"], false, 0.5);
rotate_entity_towards(entity["c_cixdil"], entity["c_qunobe"], false, 0.5

Then the character "c_cixdil" speaks (Speaker: entity ID), and then, a similar quick script:

rotate_entity_towards(entity["c_cixdil"], entity["c_nuna"], true, 0.5

Then the dialogue carries on normally. This doesn't cause immediate problems, but sometimes, later dialogues may get stuck, or don't display. It's a bit odd since my intro dialogue is a cut scene with no option, so everything always happens the same way, but this error happens maybe one third of the time.

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https://itch.io/t/41264/new-scripting-functions-draftNew scripting functions drafthttps://itch.io/t/41264/new-scripting-functions-draftThu, 29 Sep 2016 07:40:13 GMTThu, 29 Sep 2016 07:40:13 GMTThu, 29 Sep 2016 07:40:13 GMTSo here's a list of functions that would be useful for my project (and also for any other project, I hope!)

https://wri.tt/43mbmsj9xj1eh7po

I've tried to write them down with the current scripting system in mind, but they probably can be improved, merged or split to make everything fit together. The priorities are also kind of arbitrary, they can of course be modified if some features depend of each other and need to be implemented in a different order.

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https://itch.io/t/44287/localizationLocalizationhttps://itch.io/t/44287/localizationFri, 21 Oct 2016 12:27:29 GMTFri, 21 Oct 2016 12:27:29 GMTFri, 21 Oct 2016 12:27:29 GMTHi!

I'm still busy with animating characters, and after that I'll have to test the hell out of these new camera scripts :) But I'm trying to plan things ahead a bit, and I was wondering, since it's mentionned in your roadmap, how the translation/localization system will work. Will be it on a per-dialogue-box basis? For example, will you have the option to add languages in the general properties, to then create individual translations of each message and dialogue? Or will it work with something like a global XML file export you can tweak seperately in a text editor (which could be useful for external translators)? Or another system entirely?

I intend to release Nékromegà in English and French, but I'm wondering if I should focus on writing it entirely in English first, or if there will be a way to do both at the same time at some point (though I could do that manually with a global variable and cloning every dialogue box, I guess).

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https://itch.io/t/37892/voxel-editor-featuresVoxel editor featureshttps://itch.io/t/37892/voxel-editor-featuresWed, 31 Aug 2016 11:54:00 GMTWed, 31 Aug 2016 11:54:00 GMTWed, 31 Aug 2016 11:54:00 GMTHi!

Here's a bit of feedback on the voxel editor :)

So I'm back to work on Nékromegà and I'm currently designing a bunch of characters. I'm pretty happy with the new free rotation feature of the voxel editor: it makes it much easier to use. I'd love to ditch MagicaVoxel to make my workflow smoother. Switching between two different softwares and doing continuous export/import is tedious, especially when animating characters (which MagicaVoxel doesn't support at all). But there's still something that prevents me to do so: a better color palette manager.

Currently in RPGB we have this color picker and the [+] button to store colors, which are handy for quick editing, but not really suitable when creating a new model from scratch, especially since these colors aren't saved. I'd love to see a way to save / load color presets so I could use the same default palette for all models. Simply adding a "save" option to the colors stored with the [+] button would be great (or save it automatically). Possibly with a drop down menu to switch between different saved color palettes.

I'm also thinking about two other small features: extending the free rotation to the top and bottom view (or at least increase the angle), and a way to zoom out a bit, precisely to have a better view of the top and bottom parts of the model.

And that would be perfect :)

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