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Justin Arnold

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

Creator of

Recent community posts

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: https://discord.gg/zXqqqPj

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: 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.

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! :)

Changes

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

Changes

  • 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 itch.io page for it: https://zeromatrix.itch.io/rpginabox

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!

Hello! I noticed in my dashboard that I've had two products incorrectly tagged as using RPG in a Box for their engine. Is there a way to reject these from the list so they will no longer appear?  Not sure if this is the best place to ask this, but I sent an e-mail to support a couple of weeks ago and haven't heard anything back. Thanks in advance!

Hi Askhat! Thanks for the feedback, these all seem reasonable for the most part. I think shaders and exporting to mobile devices will be more involved and come later than the others, but are features I can look into down the road (in fact, mobile device export is already on my Trello "planned" list, as I think Godot 3.0 will have better support for these platforms).

I'll likely come back to you once I'm further along to get some more details and examples around this feedback! :)

Thanks,
Justin

Thanks! :D

Hey James, thanks, I hope you're doing well also! I'll be making the keys available once it gets closer to the start of Early Access and I have a proper build set up on Steam. I'm shooting for around the end of the year, so hopefully it won't be too much longer! :)

Thanks Armaan, I appreciate that! :) I think that could definitely be a possibility once the scripting/interaction systems are further along in maturity. In the current state, you could probably achieve this to a limited extent with some dialogue choices letting the player decide what to place in predefined locations based on the player's inventory contents.

Haha, it will come in due time! :)

Hey  Armaan, thanks for the message! Things are still going great! I've been mostly reworking the script parser and some other behind the scenes sort of stuff for v0.5, so unfortunately there hasn't been anything visually interesting to share recently.

I think what you're wanting to do will definitely be possible later on. The details aren't worked out yet, but I have plans for some "custom UI" functionality in the UI Editor for creating custom windows and widgets to complement the predefined ones. It will be a bit involved and come sometime after the v0.5 release, but it for sure is on the roadmap. And no worries about using RPG Maker, haha. RPG in a Box is meant to be its own thing anyway, so they each can serve their own purpose. :)

Hey Askhat, thanks for the message! :) I definitely plan to add support for projectile-type weapons, but it will most likely be sometime after the v0.5 release when I begin to focus more on combat systems and related mechanics.

Bug Fixes

  • Fixed an issue where using double quotes in an item name and then specifying that item as loot for an enemy would result in the Enemy Editor failing to load enemy data.
  • Fixed a “black screen” issue that could occur when loading a battle map.

New Features

  • “Add Item To Container” scripting function: Adds an item to the specified container within the current map.

Changes

  • Various optimizations to improve Script Editor performance.