Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Justin Arnold

A member registered Jan 23, 2016 · View creator page →

Creator of

Recent community posts

Thanks so much, I appreciate it! :)

Thank you! It was in 2017 when I left my job, so now it's been four years that I've been focusing on RPG in a Box full-time. :)

No worries at all! I'm glad to hear that it's working now. :)

Apologies for the issues! I'm not sure why there would be a difference between PCs in this scenario, especially if the sample game runs okay without making any changes. And you said that there are no errors at all in the external console window when the black screen occurs?

When the game starts, I see a blue object as shown in the GIF, and it gives me a potion when I interact with it.

Thanks for posting the project! It seems to work okay when I launch it and start a new game without changing anything, so I'm not sure what is going on. I'll play around with it some more to see if I can recreate the new game issue.

Would you mind zipping up your project files and posting it somewhere? I think I am going to need the project in order to troubleshoot the issue further. Apologies for the inconvenience!

Hello! I'm glad to hear you're interested in the engine. Regarding the issue, I'll need some more details in order to troubleshoot it. What sort of objects were added, and were any scripts added or modified? Also, when the game starts, are there any errors in the external console window or in-game debug console (which can be opened with the ~\` key).  If you're using the desktop app, you'll need to launch RPG in a Box outside of the app in order to see the external console window.

Thanks, I appreciate the support! The only assets that you would be able to export to another engine currently are individual models. The Voxel Editor allows you to export model frames to the MagicalVoxel format (.vox), which you could potentially import into another program.

Thank you! Are there any specific icons you'd like to see added?

Yes, that is normal. It's currently just a small experimental demo game for RPG in a Box, so there are still a lot of features remaining to be implemented.

Thanks so much, I'm glad you like it! :) I do hope to make it into a full game eventually, once RPG in a Box has progressed more and I have some more time to dedicate to this game.

Hi BifTek, thanks for the interest! Multiplayer is not currently supported in RPG in a Box.

This was made with RPG in a Box (which itself was made with Godot).

Haha, yep it is! Thanks! :D

Hey Quantum Sheep, thanks! It's good to hear from you! :) 

Thanks! :)

No problem! :) Is there a particular feature or type of functionality you're interested in? I don't have specific dates for anything at the moment, but from here on out I plan to gradually build out the combat systems along with everything else.

Thanks Ofihombre, great to hear that it's working well. And yep, hopefully I can get these other things added in the somewhat near future. :)

Hi Krhonos! Thanks so much for the support, I really appreciate it!

I recently opened up the server to everyone, here's the URL to join:

Thanks again! :)

Thanks, I'm glad you like the icons! Let me know if you end up using them in anything, would love to see! :)

Hi Ofihombre, yes, all of those battle system features have always been planned. The minimap will return once I've redesigned it. I'd recommend following along with the development on my Trello board: As listed there, I am currently working on some of the new combat-related mechanics. I'd also recommend joining my Discord server to stay more up to date with the status of my work: And I'm sure everyone there would love to see what you've been creating so far with RPG in a Box!

Hi Ofihombre, thanks, it's good to hear from you! Yes, unfortunately the migration can take a while depending on the size of the maps as there is a lot of data to process and rebuild. If it continues to get stuck, one thing that may be helpful is to remove any *.rpgiab files in your intermediate export folder (the one with the game.export file) that have already been processed by the the import tool, and then import the project again. For example, if it's already processed the "" successfully, you can remove "test.rpgiab" from the "maps" folder and then run it again.

Hi there, software_bundle, you're welcome! I'm glad it will help enable you to create your own world and I look forward to seeing what you make! :)


  • Additional updates to the project export functionality in preparation for v0.5 (credits data and translation files)


  • Additional updates to the project export functionality in preparation for v0.5
(1 edit)

Yes, I plan to! Over this past year I've been working on migrating its engine (RPG in a Box) over to Godot 3, once I'm a bit further on that I'll be revisiting Dungeon in my Pocket to also upgrade it and continue building it out.

Apologies for missing your comment! I'd recommend checking out my Trello board or Twitter account for updates. I'm glad you're looking forward to it! :)

Hi! The game engine I'm making is RPG in a Box. Here is the page for it:

Thanks so much, T.J.! Glad you're looking forward to it. :)

Thanks Tchey, I'm really happy with how they turned out!

Nice, sounds great! And yeah, I'm looking forward to Phalanstery progress! :)

It's awesome to see how much progress you've made on this, and happy I was able to help out! :)

New Features

  • Added a button to the Model Properties panel for hiding the top section (as a workaround for the Light Source setting being out of view on lower resolutions).
  • Added “Set Entity Light Diameter”, “Set Entity Light Intensity”, and “Set Entity Light Attenuation” scripting functions (only available in quick scripts for now). The third parameter (time in seconds) is optional for each.
    • Example: set_entity_light_intensity(entity[“torch”], 1.5, 1)

Bug Fixes

  • Fixed an issue where the application could crash when attempting to open a game project with a missing dialogue font.

Thanks so much! :)

For sure! :)

Perfect, it works great! Thank you again!

Yeah, I think that should work fine since my main concern was the clutter of games in the list that are incorrectly tagged with the engine. I don't imagine this is something that would happen often, but as long as there's a way to have them hidden/removed to prevent them from remaining in the list forever, that would be great. I'm kind of confused as to what the two projects in question even are, but I suppose that's a different discussion, heh. Thanks so much for the help! :)

No problem! I probably didn't explain that very well initially, sorry about that! My page is already set up that way, but I was wondering if there's a way to remove items from the listing where I go to approve them. I may be overlooking it, but I believe there are only buttons to Approve or Delist, not one to remove the project completely. Thanks!