Update Ver. 1.13.2 released!
[h3]Hello everyone!
We have updated to Ver. 1.13.2![/h3]
This update may not be "cool", but it includes new features and improvements that will contribute to the production and quality of your work!
See the main features.
[hr][/hr]
[h3]Internal Engine Optimization[/h3]
We have further optimized the internal engine.
This will improve the performance speed of games created with Bakin.
The issue of slow processing when NVIDIA Control Panel > “Thread Optimization” was turned on has also been improved.
If you have already released your work, please try the Published Work Export again to apply this update to your game!
In addition, the online manual contains information on how to read the Performance Meter and what to do if you feel your game is running too slow. Please refer to it as you update your work.
[h3]Cast and Class “Characteristics”[/h3]
It is now possible to set so-called passive skills for cast members and classes.
This allows for the creation of more distinctive characters and classes, such as the "brave knight who is always a target" or the "lucky merchant with consistently high battle rewards." It brings depth and strategic elements to the story, enhancing the player's immersion.
[h3]Subgraphic "Use as Item Hook"[/h3]
This feature makes it easier for VRM models to carry weapons and armor when they enter battles! If you are using VRM models, we encourage you to try them out!
[h3]Specify the Timing for Calling Common Events[/h3]
Added the function to the "Execute Common Event" panel to check the status of the target common event to be called and specify when to call and execute the event.
For example, the initialization process at map entry, which used to take more than two frames when separated into common events, can now be combined into a single frame.
[h3]Obtaining the "Intersection" of the Raycast and the Target[/h3]
The "Check Surrounding Collision Detection" panel now can obtain the coordinates of the “intersection” of the raycast and the check target in a specified variable.
For example, detecting how far ahead a wall is can be handled by simply producing one long raycast. This can simplify a complex decision process.
[h3]Improved Event Sheet Listing[/h3]
The relationship between the order of the sheet list and the order of processing has been clarified and improved to make it easier for beginners to understand.
The normal event sheets are now executed "from the top of the list".
(For those of you who have been using the software for a long time, it may take some time to get used to its operation. We apologize for any inconvenience this may cause.)
Please see the online manual for more details on this feature and other additions, improvements, and bug fixes.
[hr][/hr]
We hope that these added features will be useful for your game creation!
Try out the new features and let your ideas take shape!
We will continue to improve "RPG Developer Bakin".
We have updated to Ver. 1.13.2![/h3]
This update may not be "cool", but it includes new features and improvements that will contribute to the production and quality of your work!
See the main features.
[hr][/hr]
[h3]Internal Engine Optimization[/h3]
We have further optimized the internal engine.
This will improve the performance speed of games created with Bakin.
The issue of slow processing when NVIDIA Control Panel > “Thread Optimization” was turned on has also been improved.
If you have already released your work, please try the Published Work Export again to apply this update to your game!
In addition, the online manual contains information on how to read the Performance Meter and what to do if you feel your game is running too slow. Please refer to it as you update your work.
[h3]Cast and Class “Characteristics”[/h3]
It is now possible to set so-called passive skills for cast members and classes.
This allows for the creation of more distinctive characters and classes, such as the "brave knight who is always a target" or the "lucky merchant with consistently high battle rewards." It brings depth and strategic elements to the story, enhancing the player's immersion.
[h3]Subgraphic "Use as Item Hook"[/h3]
This feature makes it easier for VRM models to carry weapons and armor when they enter battles! If you are using VRM models, we encourage you to try them out!
[h3]Specify the Timing for Calling Common Events[/h3]
Added the function to the "Execute Common Event" panel to check the status of the target common event to be called and specify when to call and execute the event.
For example, the initialization process at map entry, which used to take more than two frames when separated into common events, can now be combined into a single frame.
[h3]Obtaining the "Intersection" of the Raycast and the Target[/h3]
The "Check Surrounding Collision Detection" panel now can obtain the coordinates of the “intersection” of the raycast and the check target in a specified variable.
For example, detecting how far ahead a wall is can be handled by simply producing one long raycast. This can simplify a complex decision process.
[h3]Improved Event Sheet Listing[/h3]
The relationship between the order of the sheet list and the order of processing has been clarified and improved to make it easier for beginners to understand.
The normal event sheets are now executed "from the top of the list".
(For those of you who have been using the software for a long time, it may take some time to get used to its operation. We apologize for any inconvenience this may cause.)
Please see the online manual for more details on this feature and other additions, improvements, and bug fixes.
[hr][/hr]
We hope that these added features will be useful for your game creation!
Try out the new features and let your ideas take shape!
We will continue to improve "RPG Developer Bakin".