Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

RPG in a Box

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

Release Notes for v0.3.6.9-alpha

A topic by Justin Arnold created Dec 08, 2016 Views: 82 Replies: 3
Viewing posts 1 to 4

New Features

  • "Set Entity Script" scripting function: Sets the script of the specified tile or object. An empty string value can be specified for the script name in order to remove the entity's script.
  • Cursor Customization: In the Game Configuration dialog, you can now assign custom cursor images for each of the built-in cursor types (default, walk, interact, speak, and attack). Cursor images should be 32x32 pixels. I also created a simple set of built-in images for each type. These cursors will be shown in the appropriate context (for example, the "Speak" cursor is shown when hovering over an NPC with dialogue)

Changes

  • In the "Properties" panel for voxel resources, the wording of the "Walkable" property was changed to "Passable" for characters and objects in order to be more fitting for those resource types.

Bug Fixes

  • Fixed a harmless error that could occur on startup related to loading cursor images.

Awesome! And the default cursors look pretty cool :)

One problem though: it seems I can't make Set Entity Script work when using "self" instead of a specific ID.

  • I've tried adding it as a quick script at the end of a dialogue triggered by a script, with set_entity_script(self, "") and the script which launched the entity's dialogue was still activated.
  • I've tried triggering it before the dialogue, at the end of said script, but it didn't work either. Here's my script:
    set_entity_model(self, "empty"); modify_navigation("1a", "1b", 0); play_sound("explosion"); set_entity_script(self, ""); start_dialogue("victory1")
  • However with the same script as above, it works fine when specifying the entity's ID: set_entity_script(entity["target_entity"], "")

Also, I have a (hopefully) small request for the next version if possible: a while ago, I mentioned an experimental side project, which I wanted to postpone until Nékromegà is finished, but... I can't help it, I have to do it now :) Ideally it would simply require an option to hide the UI from start, since it wouldn't be used at all. I'll write more about it later, but basically it would be a "timed" process making use of Itch's Foundry, with tiny daily updates depending of a precise set of rules until the whole thing is complete.

Cheers!

(3 edits)

One more thing: it seems like saving a completly empty object causes the saving progress bar to get stuck indefinitely (I wanted to use one with Set Entity Model to replace objects which aren't supposed to be here anymore, but I could use an empty animation frame I guess).

EDIT: This seems to a pretty specific bug. I've tried a few things and clearing a model with the Clear button works fine, but deleting manually all voxels in a frame then saving triggers the bug. It also seems to happen no matter the number of frames in the model.

(2 edits)

Hello! Glad that you like the cursors. :) Now that I have the configuration created for the default cursors, it shouldn't be much more work to add the option for custom interaction cursors.

I have a fix for the progress bar getting stuck, I will include that in the next update along with game configuration options to disable the minimap and inventory. I am also going to add a new "Remove Entity" function that you can use to remove an entity from the scene without having to use the empty frame approach.

I think I have narrowed down the issue with setting the entity script. It appears to be related to changing the entity's model before changing the script. When it attempts to change the script, it is still trying to reference the original model, but that object in memory has changed once the model swap is done so it's unable to change/remove the script on the new model. I haven't tested any other cases, but this probably would affect any function in the same script that tries to reference an entity after the model has changed. This shouldn't be too difficult to fix!

Looking forward to seeing more of your side project! :)