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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://tracker.rpg-architect.com/</docs><link>https://tracker.rpg-architect.com/</link><description><![CDATA[RPG Architect - Feature Tracker - Issues]]></description><title>RPG Architect - Feature Tracker - Issues</title><image><title>RPG Architect - Feature Tracker - Issues</title><url>https://tracker.rpg-architect.com/images/mantis_logo.png</url><link>https://tracker.rpg-architect.com/</link><description><![CDATA[RPG Architect - Feature Tracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0000171: Battle Transition Logic - Current Map (for Battlers)</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=171</link><description><![CDATA[Need to include some kind of battle transition logic for current-map based battles...&lt;br /&gt;
&lt;br /&gt;
-Fade Out From Map/Fade In to Battle&lt;br /&gt;
-Run from position to new position&lt;br /&gt;
-Pathfind from position to new position&lt;br /&gt;
-Instant]]></description><category>General</category><pubDate>Thu, 16 Oct 2025 20:20:50 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=171</guid><comments>https://tracker.rpg-architect.com/view.php?id=171#bugnotes</comments></item><item><title>0000138: Locations where Icons might still be useful</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=138</link><description><![CDATA[This is NOT stuff that in my opinion needs to be in by EA release.&lt;br /&gt;
&lt;br /&gt;
Maps Window&lt;br /&gt;
&lt;br /&gt;
One icon to rule them all would work fine here, this is a good spot to carry the Icon trend too. A fun idea might be to make 3 map types that have nothing to do with how maps are drawn, just for the sake of what icon to use.&lt;br /&gt;
&lt;br /&gt;
And the three Map Types are Outside, Inside, and World. This would identify maps quicker once a lot of them are made. But this is purely an aesthetic idea.&lt;br /&gt;
&lt;br /&gt;
Action Sequence Elements List&lt;br /&gt;
&lt;br /&gt;
List Element Items&lt;br /&gt;
&lt;br /&gt;
To my knowledge these are pretty much text, could use the text icon here.&lt;br /&gt;
&lt;br /&gt;
Animations Frame Elements&lt;br /&gt;
&lt;br /&gt;
Buttons&lt;br /&gt;
&lt;br /&gt;
Icons on Buttons would help them standout more as some of them currently fall victim to blending into the UI too much and hiding.&lt;br /&gt;
&lt;br /&gt;
What if Tolin made us our own version of the fx icon in excel, and we replace the calculator icon in the characters window with it?&lt;br /&gt;
&lt;br /&gt;
Possible opportunity is using the same icons in the map database that are in the map editor with their appropriate labels&lt;br /&gt;
&lt;br /&gt;
Icons for the Effects Window for Battle Results&lt;br /&gt;
&lt;br /&gt;
Victory/Defeat Conditions]]></description><category>Feature Request</category><pubDate>Thu, 24 Oct 2024 00:46:56 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=138</guid><comments>https://tracker.rpg-architect.com/view.php?id=138#bugnotes</comments></item><item><title>0000175: Allow IHero to Come From Enemy and Vice-Versa</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=175</link><description><![CDATA[Especially useful for fighting other characters, etc.]]></description><category>General</category><pubDate>Tue, 30 Apr 2024 12:34:00 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=175</guid><comments>https://tracker.rpg-architect.com/view.php?id=175#bugnotes</comments></item><item><title>0000177: Android/iOS Release Platform</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=177</link><description><![CDATA[APK's are just ZIP's. IPA's on iOS are also just ZIP's.&lt;br /&gt;
&lt;br /&gt;
Copy the &quot;Content&quot; folder inside a pre-built package. The reference DLL's need to be built in (e.g. RPGCore and RPGCore.Interfaces) -- loading assemblies is not &quot;valid&quot; for this. More complicated systems will need to be developed in the future for build servers to put everything together.&lt;br /&gt;
&lt;br /&gt;
These platforms likely need to use TitleContainer to load data from itself.&lt;br /&gt;
&lt;br /&gt;
These can be pre-shipped.&lt;br /&gt;
&lt;br /&gt;
Consider using KniEngine (using Blazor) - &lt;a href=&quot;https://darkgenesis.zenithmoon.com/monogame-on-the-web-No-really!.html&quot; rel=&quot;noopener&quot;&gt;https://darkgenesis.zenithmoon.com/monogame-on-the-web-No-really!.html&lt;/a&gt;]]></description><category>General</category><pubDate>Tue, 30 Apr 2024 12:33:46 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=177</guid><comments>https://tracker.rpg-architect.com/view.php?id=177#bugnotes</comments></item><item><title>0000178: Strategy Game Logic</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=178</link><description><![CDATA[This have been brought up often internally and externally, I figure it's a good idea to have this in the Research Column.]]></description><category>Feature Request</category><pubDate>Thu, 21 Mar 2024 02:45:44 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=178</guid><comments>https://tracker.rpg-architect.com/view.php?id=178#bugnotes</comments></item><item><title>0000180: Platformer Logic</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=180</link><description><![CDATA[(DLC)&lt;br /&gt;
&lt;br /&gt;
This is logic needed to update/run the editor in such a way that it swaps the Y and Z coordinates when trying to map something out.&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
&lt;br /&gt;
Tile Mesh Builder will switch these out; Map will have a configuration to know whether or not to switch these out. Ramps will be placed/applied/visualized differently in the map editor. Levels will effectively be drawn in 2D and adjust how they draw the structures, etc. (Sideways vs Top Down) Some Segments will be hidden inside the Editor, etc. New Game/Project Configuration will let you customize what is shown/hidden.]]></description><category>Feature Request</category><pubDate>Thu, 21 Mar 2024 02:45:29 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=180</guid><comments>https://tracker.rpg-architect.com/view.php?id=180#bugnotes</comments></item><item><title>0000142: Switches/Variables Tracker</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=142</link><description><![CDATA[Extending this from the Discord&lt;br /&gt;
&lt;br /&gt;
(no further description was included - see attached video/screenshots)]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:53:08 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=142</guid><comments>https://tracker.rpg-architect.com/view.php?id=142#bugnotes</comments></item><item><title>0000133: Option to show and hide cels outlines in preview window</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=133</link><description><![CDATA[It would help to see the cels during list setup and placing. Adding a checkbox to display/hide the outline would help.&lt;br /&gt;
&lt;br /&gt;
I also don't think the list is using 100% of the screen width right now to setup the cels for my 4 item list.]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:33:02 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=133</guid><comments>https://tracker.rpg-architect.com/view.php?id=133#bugnotes</comments></item><item><title>0000129: Flip on X/Y/Z During Direction Change</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=129</link><description><![CDATA[Paper Mario &quot;change&quot; direction by turning a billboard...? Needs considerable thought.]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=129</guid><comments>https://tracker.rpg-architect.com/view.php?id=129#bugnotes</comments></item><item><title>0000128: YarnSpinner and Ink Integration</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=128</link><description><![CDATA[User tehhairbuns in Discord has requested integration with two apps, one called YarnSpinner and the other called Ink.&lt;br /&gt;
&lt;br /&gt;
URL to YarnSpinner: &lt;a href=&quot;https://yarnspinner.dev/&quot; rel=&quot;noopener&quot;&gt;https://yarnspinner.dev/&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
UR to Ink: &lt;a href=&quot;https://www.inklestudios.com/ink/&quot; rel=&quot;noopener&quot;&gt;https://www.inklestudios.com/ink/&lt;/a&gt;]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=128</guid><comments>https://tracker.rpg-architect.com/view.php?id=128#bugnotes</comments></item><item><title>0000127: Lighting Behavior and Setting Names</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=127</link><description><![CDATA[the minimum setting is the actual lighting distance to a maximum of the max setting?&lt;br /&gt;
&lt;br /&gt;
left side in the image is maxing out the minimum (10) setting to equal the max, right is setting a small minimum (2), same maximum settings (10)&lt;br /&gt;
&lt;br /&gt;
the minimum is the distance the light will reach (in a sphere?)&lt;br /&gt;
&lt;br /&gt;
when i first was looking at the settings, i was reading into the minimum as&lt;br /&gt;
&lt;br /&gt;
&quot;this must be the interior of a/the light sphere, and anything that is under the minimum number is a void in the sphere where light won't show&quot;&lt;br /&gt;
&lt;br /&gt;
but the label of &quot;minimum&quot; now feels misleading to me]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=127</guid><comments>https://tracker.rpg-architect.com/view.php?id=127#bugnotes</comments></item><item><title>0000126: Map Editor Pencil Line Tool</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=126</link><description><![CDATA[I believe this logic would stack onto the pencil too, but what do I know.&lt;br /&gt;
&lt;br /&gt;
In Aseprite, if I place a pixel, or in the map editor's case a tile. If I release left click after placing my pixel, I can then move the cursor elsewhere on the canvas, hold shift, and a line will be drawn to that point from the prior.&lt;br /&gt;
&lt;br /&gt;
This sort of feature would be helpful in Architect's map editor for drawing paths, and other non organic shapes.&lt;br /&gt;
&lt;br /&gt;
Very powerful simple tool in Asperite though that I think would transition well.]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=126</guid><comments>https://tracker.rpg-architect.com/view.php?id=126#bugnotes</comments></item><item><title>0000125: Templated Lists Workflow</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=125</link><description><![CDATA[Is it it possible to get the Item Components window defaulted to be shown? Like how the Item window is in Lists.]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=125</guid><comments>https://tracker.rpg-architect.com/view.php?id=125#bugnotes</comments></item><item><title>0000124: 2 New Map Editor Tools</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=124</link><description><![CDATA[Not so much even &quot;2 new tools.&quot;&lt;br /&gt;
&lt;br /&gt;
But the ability to not draw in filled shapes.&lt;br /&gt;
&lt;br /&gt;
Right now I can only use the Rectangle and Ellipse tool, and whatever I draw will autofill with that tile.&lt;br /&gt;
&lt;br /&gt;
My request is either add 2 new options, one to each of those tools to not autofill.&lt;br /&gt;
&lt;br /&gt;
Or, change their behavior to not autofill, and if I have the paint bucket tool selected while I have the rectangle or ellipse tool selected, it will then autofill.&lt;br /&gt;
&lt;br /&gt;
Those are my initial ideas, but it would be handy to have those tools unless I am missing an option somewhere.&lt;br /&gt;
&lt;br /&gt;
And fwiw this is how Aseprite displays the tools and it's options. They just use 4 tool options.]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=124</guid><comments>https://tracker.rpg-architect.com/view.php?id=124#bugnotes</comments></item><item><title>0000123: Character Generator</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=123</link><description><![CDATA[Another one for the research column. -noobk&lt;br /&gt;
&lt;br /&gt;
To add to this thought, this would require a number of base assets for both sprite and portrait bases, more assuming were to support 8-Directional options within it. -Tolin]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=123</guid><comments>https://tracker.rpg-architect.com/view.php?id=123#bugnotes</comments></item><item><title>0000122: Ability to click and drag collision settings.</title><author></author><link>https://tracker.rpg-architect.com/view.php?id=122</link><description><![CDATA[This would be a good QoL workflow improvement down the road for so large chunks of the tile map can be set, or just easily click and drag lines to form a box around a large as well.&lt;br /&gt;
&lt;br /&gt;
and fwiw this is a screenshot of PGM and how it handles tilemaps, but the click and drag idea is from PGM.]]></description><category>Feature Request</category><pubDate>Wed, 20 Mar 2024 01:27:53 +0000</pubDate><guid>https://tracker.rpg-architect.com/view.php?id=122</guid><comments>https://tracker.rpg-architect.com/view.php?id=122#bugnotes</comments></item></channel></rss>
