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Customizing Battle Scenes & Additional Status Features! Update Ver. 1.5!

Hello everyone!
Many thanks to all of you, "RPG Developer Bakin" has celebrated one year since its Early Access launch!


We are pleased to announce Ver. 1.5, the 37th update in the year since its release!
[previewyoutube][/previewyoutube]
This time, we have implemented functions to increase the timing of intervention in battle scenes and to facilitate changes and the flow of battles.
By combining the functions added to the event panels, you can expand the range of expressions and systems for battles.

In addition, the ability to add cast and class statuses were implemented. For example, you can add statuses such as "Skill Defense" and "Luck," which can be referenced from damage formulas, events, Layout Tool, etc. How you utilize the added statuses in the game is up to you!

The Database also has additional functions to further customize level and status growth curves.

In addition, the Layout Tool now can make menu decisions with a single click.
By combining this functionality with Free Layout, it is possible to activate it simply by clicking on an image button on the screen.

Please check out the contents of this update, which adds a variety of new features!
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[h3] --- New and Improved Features ---[/h3]
[Adding Statuses, Level and Status Growth Curve Adjustment] [Database] - A "Status Editor" dialog has been implemented to add/delete statuses.
It can be opened from the button in the Basic tab under "Casts" and "Classes".
You can add statuses, set names, keywords and numbers to refer to them.
Please note that the added statuses must be set in the Damage Formula to be reflected in battles.


- A "Status Curve" dialog has been implemented to allow customization of the status growth curve.
- A "Level Curve" dialog has been implemented to customize the amount of experience required to reach each level.

Both dialogs can be opened from the newly created buttons in the Basic tab of Database > Casts or Classes.

[expand]-- The "Relative Value" option in the "Level Curve" and the individual status options in the "Status Curve" also allow you to select multiple cells and enter values so that the same value is reflected in each cell.
-- The "Addition Value to Class/Subclass Level" in the "Status Curve" dialog opened from the Casts section is a function for displaying a graph that includes the effect of the class assigned to the cast.
This function is only available when an individual status is selected as "Target Status".
Click on "Addition Value to Class Level" to turn it on, then enter the value in the spin box next to it. A dotted line graph will be displayed with the status value added of "[cast level + set value] class level".[/expand]

[Events]
- Added "Obtain Cast Status" panel and "Obtain Item Parameter" panel to the "Statuses" category and "Variable Boxes" category.

- The following event panel UI has been modified to accommodate the addition/deletion of statuses.
--"Item Enhancement" panel
--"Change Cast Status" panel (renamed from "Increase/Decrease Cast's Ability Value")
--"Get Battle Information" panel

[Layout Tool]
- With the ability to add statuses, the special format parameters used to display status-related information have been changed.
The existing parameters are retained, so there is no need to change the current layout data.
For parameters, see "Special Format Parameter Details" on the right side of the Special Format Insert Dialog when you select the appropriate special format in the dialog.

- Added the special format \growthfactorname which displays the status name.

[Related to Battle Scene Customization] [Events] - The timing for inserting battle events has been increased, making it easier to add various effects and dramatic elements to the battle scene.

  -- The start condition for battle events has been increased.
   Added options for event sheets of battle events: At the Beginning/End of Action and When Command Selection Starts/is Decided.

  -- The following information can now be obtained from the "Obtain Battle Information" panel.
    -- Index of cast during currently in action or command selection
    -- Type of action and attack target of the cast currently in action

  -- The "Recover/Reduce Battle Cast's HP/MP" panel has been modified to use a formula for damage.
    [expand]By using this panel and a panel to place wait times in the common event called from a skill, it is possible to express the damage display as if it were displayed continuously.[/expand]

  -- Enhanced battle test function.
    -- Added the ability to save and restore party settings.
    -- The level of class can also be set.

[Database] - Added "Activate after Completion of Common Event" to the Basic tab of Skills.
This makes it easier to "activate a skill after the cut-in effect".

- In the Casts > "Battles" tab, the Bare Handed Damege formula can now be set.

- The "Ability Enhancement/Weakening" field of the "Effects on Allies/Enemies" tab of the "Skills" now includes the user-added status as a target of the ability change.

- In the "Influence on Abilities" column of the Status Definition > "Influence of State Change" tab, user-added status can now be included in the scope of ability change.


[Game Definition]
- A function to change the color of the numbers in the battle damage display has been implemented in the "Rules and Operations" section. The color can be changed for each of HP damage, MP damage, critical, HP recovery, and MP recovery.

----------------------
[Layout Tool] - An option has been added to the properties of the menu container that allows the player to select whether the menu decision action can be performed with a single click.

- Added special formats for displaying the consumable items of the currently selected skill in the menu. 
In addition, it is now possible to automatically disable the display of options that have not been specified in the Database regarding the HP/MP/items consumed by the currently selected skill.
[expand]For example, if the HP consumption of Skill A is specified as 10 and the consumed item is "10 gems," even if the display of MP consumption is specified in the layout data, it can be automatically hidden in the game.
Please refer to the description section of the skill being selected on the Skill Selection screen in the System Layout. [/expand]

[Events]
- Added the ability to obtain analog values for each axis using the "Operation Key" in the "Advanced Variable Box Operation" panel.
  (Analog) is an input type that allows obtaining the strength of the input as a decimal value between 0 and 1, if the gamepad supports analog input.
  If digital input is made with a device such as a keyboard or directional keys, the value will be 0 or 1.

- Improved the player's operation to be allowed when a conversation/message is displayed in a parallel event.

- About the "Call C# Program" panel: bool return/parameters and Microsoft.Xna.Framework.Vector2/Vector3/Vector4 style parameters are now supported.


[h3] --- Bug Fixes ---[/h3]
[Map Editor]
- Fixed a bug that prevented the deletion of a map in a project immediately after it was newly created.

- When rotating an object on the editor, the object is now not placed on top of the object, even when "Place on Top" is ON.

- Fixed a bug that could cause the delete operation on the Common Events palette to not work correctly.

- The behavior of the Quick Toolbar when locked in the Placed List palette has been modified to be matched with objects and events.

- Fixed a bug that could cause destination symbols that still had referents to disappear.


[Layout Tool]
- Fixed a bug in which the set display origin was not accurately reflected when multiple lines were displayed in the text panel of the Layout Tool.
For example, when two lines of text were displayed in a text panel with the display origin centered, the center of the first line was displayed as the origin.
This correction will allow the text panel to be centered correctly.
This may affect the layout you have created, so please take a moment to check your project.


- Fixed a bug that caused "Enhanceable Items" to always appear at the top of the list when "Database Order" sorting was used in the layout properties.

- Fixed a bug that caused the layout of speech bubbles to be corrupted when trying to display long text that could not be displayed in the size set in the properties of the layout part in the speech bubble.

- Fixed a bug that caused shortcut keys such as Ctrl+C to react incorrectly while renaming layout parts.

- Fixed behavior so that Free Layout for Event screens displayed from menus, etc., can be hidden by the event's Free Layout for Event hide process.

- Fixed a bug in "Skill Activator Selection" where the auto-sort setting for skills was not working.

[Database]
- In the battle formula, a bug has been corrected in which the calculation order was not calculated correctly when operators of the same priority, such as * and /, + and -, were arranged without parentheses.
As a result of the above, the calculation results of the existing formulas may change. We apologize for any inconvenience this may cause.

- Fixed a bug in which the damage formula was not correctly reflected when colliding with a cast whose type setting was "Enemy" or "Both" on a map.
Please note that in cases where random numbers are used in the damage formula, the damage will vary.
The default damage formula includes a random number (rand) added to the end of the formula.
 (max(a.atk / 2.5 - b.def / 4, 0) + a.eatk * b.edef) * rand(0.9, 1)


- Fixed a bug in which changes in the status of percentage-designated states/equipped items were not reflected correctly when leveling up or loading game save data.

[Resources]
- Fixed a bug that caused an exception when copying or pasting while changing the motion name in the sprite.

- Fixed a bug that prevented adding resources by dragging and dropping .exrbr files into the resource file tree or Map Editor.

- Fixed a bug that caused Bakin to crash when attempting to add an incorrectly formatted sound file.

[Play Execution Issues]
- Fixed a bug where if the player was on an event and the event sheet change occurred and the size of the collision changed, the riding state could not be released.

- Fixed a bug in which the "color of the hidden part" of the cast member who newly took the lead became transparent when the first cast member finished a battle in the KO state and the order of the Party Train was switched.

[Battles]
- Fixed a bug that prevented skills with a common event set to be called when the skill target is "None" for both allies and enemies from being activated during battles.

- Fixed a bug in which the scale of events placed on the battle background was not reflected.

- Fixed a bug that prevented the "Make Battle Cast as Operation Target" panel from displaying emoticons and effects targeting "This Event" during battles and events.

[Sprite Tool]
- Fixed a bug that sometimes caused images to become unintentionally transparent when editing various "Change Methods" in the properties of a new frame using the Sprite Tool.

[Events]
- Fixed a bug that prevented mouse dragging to scroll the event edit screen after Ver. 1.3.2.

- Fixed a bug that "Orientation after Move" in the "Teleport Event" panel was no longer reflected after Ver. 1.3.2.

- In panels where cast status and item parameters can be saved in variable boxes, a bug has been corrected that could cause layout corruption in certain selected states.

[Others]
- Fixed a bug where particles placed directly on a map were sometimes not displayed.

- Fixed a bug that caused the bumps to be reversed in some cases in models that used inverted normal maps.

- Fixed a bug that sometimes prevented the Map Editor from being restored from the Windows taskbar after minimizing it.

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How did you like it?

We hope that the new features we have added will help you create wonderful creations!

We will continue to improve "RPG Developer Bakin".
Thank you all for your continued support!


Extending the range of plug-in utilization! Update Ver. 1.4!

Hello everyone!
We have updated to Ver. 1.4!


This time we implemented functions that extend the use of plug-ins written in C#. We will continue to add features to Bakin, but we have added this feature to make it easier for you to extend the functionality yourself. A convenient function for distributing event plug-ins has also been implemented, and sample plug-ins that take advantage of this functionality are now available on the Steam Workshop. We hope you will use them as a reference for your creations.

In addition, features have been added to make game creation more convenient, such as the Common Event Editor, which is useful for creating common events that tend to increase in number, and the ability to customize keyboard shortcuts in the tool.

Please check out the contents of this update!
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[h3] --- New and Improved Features ---[/h3]
[Plug-ins] - Allows C# programs to link arbitrary DLLs.
// @@link meta-syntax functionality improvements to allow you to link and use your favorite DLLs.
 A sample plug-in that enables you to give your game the Steam Achievement System is available on the Steam Workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=3038041387

As an existing feature, another .cs file can be imported by including the following statement in the code.
// @@include xxx.cs
[expand]This is especially useful when large processes are divided into multiple cs files, and the battle scripts in the "Battle Plug-in Sample" project make extensive use of this feature.
Although only the root BattlePluginDef.cs is targeted for build from Bakin, it is possible to target all battle processes for build by incorporating branch and leaf processes through @@include described there.
We hope you will find it useful.[/expand]

- A "Call C# Program" panel has been implemented in the event "Control" category, which allows calling functions (methods) described in C# programs.

Assign .cs file to an event using "C# Program Assignment" in the lower left corner of the Event Editor and use the "Call C# Program" panel to call various functions (methods).

Sample plug-ins are available on the Steam Workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=3038040372
https://steamcommunity.com/sharedfiles/filedetails/?id=3038039863
- We have implemented a function that allows you to import a set of event plug-ins written in C# into Bakin in a batch by changing the extension of the zip file to ".csrbr".
It can be added from the event sheet "C# Program Assignment" field.
.csrbr files can also be uploaded to the Steam Workshop.
Note, however, that battle plug-ins are not supported.

- We have added a function to the Extension menu to allow easy copying of the latest battle plug-in sample.
The battle script in the "Battle Plug-in Sample" in the Game Gallery are updated successively as updates are made.
If you are using Bakin Ver. 1.3.0 or earlier, please replace the battle script with the latest version of the above project.


[Map Editor] - The Common Event Editor Plug-in, which allows editing across common events, has been implemented and added.
It has been added to the Master Menu on the left side of the Map Editor.

Add a tree of common events to the Event Editor, allowing users to switch selections in the tree to view and modify event content without having to open and close the Event Editor. It can be used in combination with the previous Common Events palette.

[expand]This function is implemented as an Editor Plug-in.

The "Editor Plug-in" creation environment, which can extend the functionality of Bakin's Editor, will eventually be made available to the public.[/expand]

- Added configuration settings functionality.
It can be opened from "Functions" in the top menu of the Map Editor.
You can customize shortcut key assignments for tool operations.
You can control the settings in the "Configuration" menu of Bakin's top menu, in the Map Settings palette > Editor Settings tab, and in the Game Definition > Project Settings dialog.


- Added shortcut keys.
Shortcut keys have been added along with the addition of the lock function for placed objects and other functions. Please refer to the "Configuration" function above for the added shortcut keys.

- After a copy operation on a map, a box indicating the area to be pasted is now displayed.
This feature was added to solve the problem of not knowing the size of the copied area on the map and thus being unsure of where to paste.

- Entries that are locked in the Placed List are no longer selectable in the Map Editor.
It is possible to select that entry on the Placed List.

[Resources] - Improved the functionality of the dialog for selecting whether to share materials with materials in the project that use the same textures when importing models.
- Materials with the same textures in the project can now be automatically assigned.

- The functions have been reorganized into three categories: Automatically Assign Materials, Manually Select Materials to Assign, and Add All as New Materials.
- Material properties are now displayed in the Asset Picker that appears when "Manually Select Materials to Assign" materials.

[Layout Tool] - Free Layout for Events can now be displayed during battles.
It was previously disabled during battles but can now be displayed.

- It is now possible to sort skills. Added setting to automatically sort when certain layouts (Item Selection, Skill User Selection, Skill Selection, Battle Item Selection, Battle Skill Selection) are opened.
This can be set in the layout properties of each screen.
The default sort order is "Obtained Order".

- The color of text used in the spin panel can now be changed.

[Game Definition] - A "cursor hide mode" has been implemented to help create FPS-type games.
A selection "Hide Mouse Cursor While Moving" has been added to the Rules and Operations > Operation section.
When this feature is turned on, the mouse cursor will not appear when moving during play.
Please note that opening the menu screen will bring up the cursor.


[Events]
- When a Free Layout for Event is hidden using the "Display Free Layout for Event" panel, all layouts opened from that Free Layout will also be hidden.

- A "Wait to Close" option has been implemented in the "Display Free Layout for Event" panel.

- The "Enable/Disable Camera Operation" panel can now also disable camera resets.

[h3]--- Bug Fixes ---[/h3]
[Events] - In custom events set for "Enhanceable" items, local variables have been modified to be individual items.
[expand]Prior to the fix, local variables were shared among the same items.

Note that "Enhanceable" items are treated as separate items when possessed, even if they have the same name.
"Knife" and "Knife +1" are two different things. [/expand]

This will result in the following differences depending on whether the item's custom event is specified as "Enhanceable" or not. "Enhanceable" OFF: all the same items use the same local variables. This local variable remains after it is lost from the belongings and is used as a local variable for custom events for items that are subsequently reacquired.
"Enhanceable" ON: Uses a separate local variable for each item. When an item is removed from belongings, the local variables are also removed.
Deleting variables is also to avoid making the debug window difficult to see with variables that are no longer in use, and to avoid the ever-increasing amount of saved data for that game.

- Fixed a bug that caused an exception when trying to reduce unpossessed enhancement items using the "Increase/Decrease Item" panel.

- Fixed a bug where when creating and playing back a camera gazing at an event, it would target the initial position of the event instead of the current position of the event.

- Fixed a bug in which an event with "when contact" as a start condition would not start if the player overlapped with multiple events for which the "Collide with Player" setting on the event sheet was turned off.

- Fixed a bug where events with the "Collide with Player" setting on the event sheet turned off could interfere with the walking process of the player in the air.

- Fixed a bug in the "Display Free Layout for Event" panel in which the ability to specify a layout with a string variable was not working properly.

- Fixed a bug where the arrow in the speech bubbles did not appear the second time or later when "Display Message " was used in the speech bubble type since Ver. 1.3.2.

[Resources]
- Fixed a bug in which "Cancel" in the Resources dialog would not be disabled when adding a resource from a local file.
[expand]When you press Cancel to close the Resources dialog, the resources you added have already been imported into the project.

The Cancel button is disabled so as not to create the misunderstanding that canceling allows the user to pretend that the resource was not imported.[/expand]

- Fixed the searching process for similar materials in the project to import when adding models.

- When adding motions to a motion set, the add button was disabled when selecting in the folder view or selecting a folder in the tree view.

- Fixed a bug where image size values were not immediately reflected when re-importing textures in the resource window.

[Layout]
- Fixed a bug in which text was not displayed correctly when trying to display text "other than left-aligned" in conversations and message displays.

- Fixed a bug in the layout of the map screen in which the map was not displayed correctly when using an animation to change the scale when displaying the map.

- Fixed a bug that caused the OS system sound when using shortcuts such as Ctrl+V when operating the Layout Tool.

-Fixed a bug that caused an exception when executing a common event in a submenu container for which "Disable Auto Assignment Container Management Number" was selected on the "Enhancement Item Selection" screen.

- In the "Enhancement Item Selection" screen, an incorrect layout was generated when creating a new project.
[expand]This bug caused a layout with the same content as the system layout to exist on this screen. This layout was unusable because the content was rewritten and not saved.
We are working to prevent this unwanted layout from being generated and to remove it from existing projects.
However, it does not affect the actual creation. [/expand]

[Game Definition]
- Fixed a bug in Tank Controls type operation mode where the larger the processing drop, the smaller turns were made in the steering wheel.

[Play Execution Issues]
- Fixed a bug that caused CPU load due to cache left in memory when entering and leaving maps.

- Fixed a bug that caused a momentary jerky movement when playing back a camera with an LPF type other than "None" for the first time.

- Fixed a bug in which the source for comparison of the calculation of the number of "items set to be enhanceable " was the total number of the same item, e.g., "when purchasing an item.
This is in response to a bug that prevented the purchase of multiple enhanceable items.

- The limit on the purchase of "items set to be enhanceable" has been modified so that it is the lesser of two values: the number of items that can be purchased within the range of money in possession or the number of available item slots.

- Fixed a bug in which the "available item slots status" was not considered when checking the unpurchasable check in the item sales list display when purchasing items.

[Plug-ins]
- Fixed a bug that sometimes prevented the test play from closing in an infinite loop when an error occurred during the execution of a C# program.

[hr][/hr]
How did you like them?

We hope that the new features we have added will help you create wonderful creations!


We will continue to implement as standard features in Bakin those features that are useful and versatile, even if they can be achieved by creating plug-ins.

We will continue our efforts to improve "RPG Developer Bakin".

Playable exhibit at Tokyo Game Show 2023!

Hello everyone!
"RPG Developer Bakin" will be exhibited playable at Tokyo Game Show 2023!


The game will be exhibited in the booth of "Sapporo Game Camp", which Smile Boom is cooperating in the management of. Please stop by when you visit the event.

[h3]Exhibit Overview[/h3]
  • Event name: Tokyo Game Show 2023
  • Date and time:
     ・ Business Days: September 21 - 22, 2023, 10:00-17:00 JST
     ・ General Public Days:September 23 - 24, 2023, 10:00-17:00 JST
  • Venue: Makuhari Messe (Mihama-ku, Chiba City) Exhibition Halls 1-11 / International Conference Hall / Event Hall
  • Exhibit:Sapporo Game Camp
  • Booth: Hall 3 / Booth No. 03-N10
  • Official Event Website: https://tgs.cesa.or.jp/

[Update] Ver. 1.3.2.7

Hello everyone!
We have updated to Ver. 1.3.2.7!
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[h3]--- Bug Fixes ---[/h3]
[Events]
- Fixed the following bugs related to the "Teleport Player" / "Teleport Event" panel when "Use Variables" is selected as the destination.
-- If the destination coordinates are specified with a "direct value", the next time the project is loaded, the destination coordinates will be 0,0.
-- If the map ID is specified as a "direct value", it will teleport to map ID:0 regardless of the number set.
-- Regardless of the setting of the "Auto" checkbox in the "Specify with Variable Boxes" column, it will teleport to the elevation of the terrain.
-- If a map ID is specified, the elevation is calculated from the "map from which you are moving".

[Battle Plug-ins]
- Fixed a bug that caused an exception on the result screen when executing battle scripts included in older battle plug-in sample prior to Ver. 1.3.0.

Although we have corrected the above, we recommend that users of the older battle plug-in sample re-copy the battle scrips folder from the latest battle plug-in sample.


[h3][For Those Using Published Work Export] [/h3]
Bugs are being fixed with each update.
If you have exported and published your work with an earlier version, re-exporting with the latest version of Bakin will help alleviate any problems that may occur with your work.
Please update your own work as needed.
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We will continue our efforts to improve "RPG Developer Bakin".

[Update] Ver. 1.3.2.6

Hello everyone!
We have updated to Ver. 1.3.2.6!
[hr][/hr]
[h3]--- Bug Fixes ---[/h3]
[Play Execution Issues]
- Fixed a bug that only one state change was recovered at a time when the recovery conditions for multiple state changes were met at once.

- Fixed a bug that caused a white frame to appear around the player when a 2D stamp (billboard) with lighting set to OFF was assigned as the player's graphic.

- Fixed a bug that during game play, if the cursor was moved out of the window while holding down the right or middle mouse button, the pressed state would not be released.

[Battles]
- Fixed a bug that caused an ally's battle KO state effect to appear twice during battle.

- Fixed a bug that caused the result screen to be very slow when the attribute of a class was set to "None".

- Fixed a bug that occasionally caused particles created with Effekseer to be skipped without being displayed when used in battle or in the "Display Effects" panel.

- Fixed a bug in which attack ranges were not applied correctly in center-click test plays or exported public works.

[Others]
- Fixed a bug that caused particles and model textures to blink on and off in CPU built-in graphics environments on Intel 10th generation Core or later, which was caused by operational improvements in Ver. 1.3.2.
[hr][/hr]
We will continue our efforts to improve "RPG Developer Bakin".