Thanks so much, I appreciate it! :)
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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?
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.
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 Itch.io 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.
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.
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: https://trello.com/b/DOouCUhR. 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: https://discord.gg/zXqqqPj. 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 "test.map" successfully, you can remove "test.rpgiab" from the "maps" folder and then run it again.
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.
- 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)
- Fixed an issue where the application could crash when attempting to open a game project with a missing dialogue font.
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!