Development updates and release notes for RPG in a Box

Dialogue Box Updates

Since my last development update, I’ve made a few improvements/changes relating to dialogue boxes. Firstly, I adjusted the default appearance of the dialogue boxes to be a bit more simplistic. The default style is now more rounded and vibrant compared to the original. Of cours...

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Dialogue Box Customization

One of the primary areas I have been focusing on recently is around customization of the dialogue box appearance. I’ve been adding some new options and features to the UI Theme Editor that allow you to design unique dialogue box styles that best suit your game. It’s stil...

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Hi everyone! I thought it would be a good time to provide another development update since it’s been close to two weeks and I have some new features and improvements to share. This includes item tooltips, menu updates, and some various editor enhancements.

Item Tooltips

One of the new features t...

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Main Menu and Pause Menu

One of the main new features that I have been focusing on lately is the Main Menu functionality. As seen below, it’s very similar to the Pause Menu at this point, except with your game title being displayed at the top in a larger font.

Also, as with the Pause Menu, the M...

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First of all, this is a bit late, but Merry Christmas, Happy Holidays, Happy New Year, and anything else I missed! I hope everyone had a nice holiday and that their year is off to a great start. 🙂

I am really happy with all of the progress that I made in 2016. I’m also excited about 2017 and the...

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Auto-Tiling

One of the new features that I have been working on recently is auto-tiling. I decided this would be something that would be very convenient to have – with this, map-making should be a bit quicker and less tedious, especially when initially building out a map that has a lot of transiti...

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Over this past month, I have mostly been focusing on enhancements to the scripting and dialogue system (along with the usual fixing of bugs along the way). Dialogue in particular is a feature that I feel is important to get nailed down early on since it plays an important role in most games. Scripti...

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Over the past few weeks, I have mostly been focusing on some new camera scripting functionality, improvements to the Voxel Editor tools, and various Script Editor updates. Apologies for how long it has been since my last development update. I’ve made it over some big hurdles, though, in regards to t...

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Voxel Editor Updates

Undo/Redo System

One notable feature that I recently implemented to help improve the usability of the Voxel Editor is an Undo/Redo system. While working in the Voxel Editor, you can now press the Ctrl+Z and Ctrl+Y keyboard shortcuts to undo and redo most actions involving mo...

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Hello again! One of the main areas I have been focusing development on recently is the Voxel Editor. I was never really happy with the usability of the Voxel Editor, which is one of the reasons I added support for importing from MagicaVoxel early on. I decided it was time to put some more attention...

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