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RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

Some useful Ideas for RPG in a Box

A topic by PacWhite created Aug 07, 2017 Views: 339 Replies: 3
Viewing posts 1 to 3
(+1)

Good 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

(1 edit)

Hi PacWhite, thanks for the feedback and ideas!

In regards to the voxel model sizes, I am planning to just stick with 32x32 for now, however I am going to revisit this down the road (probably after I migrate to Godot 3.0) to see if I can design a better way to handle the large number of voxels. I will take a look at the bug where the Save button does not become enabled. :)

As for the Main Menu background, global properties, and script function ideas, I think these are all great ideas and should be pretty straightforward to implement. I'll see about getting these into a release in the near future.

Being able to edit Translations within the editor is something I'd like to implement, also. It will be a bit more involved than the others, but it will definitely come in a future release.

Thanks again, this feedback is very helpful! :)

Hi guys,

I am new with rpg in a box, but took this Weekend some time to get used with the program. Sorry, if I suggest something here that's already in the Editor, but maybe you can pick up some ideas :) Before using this program I worked a lot with the rpg-maker 2000 and some functions could be very useful for this Editor, too. 

Voxel Editor:

I like this Editor a lot and worked on some animations and objects, but some Tools could improve the workflow for faster drawing: Duplicate a Frame is very useful but a selection tool with a copy/paste function would be very helpful. Example: I created a full Animation with about 9 Frames and then realised I want to add some object or part to this animation. So I have to add this to all Frames again, because duplicate would overwrite the animated part.

For some objects or tiles a tool for drawing a line or a square would be more faster than Setting every Pixel by Hand. 


Script Editor:

Í have to admit there was not much time I had to try this tool and maybe I ask for something that's already in. But maybe the examples inspire you to expand the possibilities of the functions.

Adding Switches: Turn on/off lights, Leavers

Using conditions (if..., else...)

Working with variables: classic example, working with the map-id of characters and objects to check if they are on some Location, which triggers some Event or script. The use to create own stats values, own ingame currency,... the work with veriables would include the possiblity to add/Substrate/multiply/divide or set (x-coordinate, hp-value, strength,...) the variable with other values.


Map Editor:

I'm not sure, but are there already weather effects?


I hope this post helps a bit :)

Greetings

(+1)

Hi Jironin, thanks for the feedback! 

I'm happy to say the Voxel Editor has been partially reworked for v0.5 (which will come later this year) and will include some of this additional functionality to make modelling easier. If you're interested, there are some details in these devlogs:

https://zeromatrix.itch.io/rpginabox/devlog/14703/development-update-as-of-11717

https://zeromatrix.itch.io/rpginabox/devlog/16032/development-update-as-of-11211...

I don't currently have copy/paste functionality or a line tool implemented in v0.5, but they are great ideas and features I'd like to add!

In regards to the Script Editor, the functionality you mentioned does all exist already to some extent. :) Variable data can be stored in properties (either global or tied to an entity like the player or an NPC). Eventually I'll be adding support for local script variables for temporary/throwaway type values only needed within a script.

Weather effects are not available yet, but they are in the roadmap to implement later on.

Thanks again for the suggestions, I'm always happy to hear ideas and feedback so I can make the software better! :)