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RPG Developer Bakin News

[Update] Ver. 1.3.2

Hello everyone!
We have updated to Ver. 1.3.2!

We have implemented the frequently requested footstep sound when walking on an object (you can also give a "state"!), and as well as the string input from the keyboard.

In addition, "slice animation unaffected by lights," "use of variables in battle formulas," "specifying the Y coordinate of the destination when teleporting the player/event," "rotating the map 90 degrees," and so on...!

In addition, collision-related specifications have been rearranged to improve behavior.
Please note that this may affect the projects you are creating.

Please look at the updated contents!
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- We have completely reorganized the area around the determination of what hits what in terms of collision detection.
In event sheets, bugs such as events not hitting each other when "Collide with Player" is turned off, even if "Collide with Events" is turned on, have been resolved.

Please note that this is an improvement in behavior, but it also involves a change.
If this affects your most recent work, please roll back to 1.3.1 and proceed with your work, and then consider changing to the 1.3.2 specification.


Please refer to the following manual for specific behavior.
Collision Detection between Cast Members and Events

[h2] --- New and Improved Features ---[/h2]

[Functions Related to Footsteps] Added the ability to give objects footsteps or "states" that occur when walking on them.
We have also added the ability to change the volume and playback speed of footsteps.

[previewyoutube][/previewyoutube]
[Resources] - An option "Terrain Assignment" has been added to the properties of the 3D/2D stamps.
- By assigning "Terrain " to a simple collision of stamps, the "sound effect" set for "Terrain" and the "state" change given will be applied.
- This setting is also valid when objects are eventized.

[Events]
- Added "Change Footstep Settings" panel to the player category.

[Game Definition]
- Added "Footstep Settings" to Rules and Operations to allow the volume and tempo of footsteps to be changed.

---------------
[Resources] - Added the ability to make Slice Animation unaffected by lighting.
The following settings can be used to create billboards with the tints of the image applied as they are.
    Turn off this function in Resources > Slice Animation Properties > Basic.
    Turn off "SRGB" in the properties of the image used for Slice Animation.

Lights, ambient, point lights placed on the map, and spotlights are no longer affected.
Since it is not affected by lights, shadows will not appear.
It is affected by Bloom, auto exposure settings and DOF.

- The ability to billboard objects has been implemented.
A switch has been added to the Resources > 3D/2D Stamp Properties > Basic column.
This makes the object rotate and face the camera according to the camera position.
However, rotation is limited to the Y axis.

- The order of the Collision List in the Physics Settings can now be changed by drag & drop.

- For models with terrain exported as fbx, we have added a map_terrain shader that can easily reproduce the same tint as the terrain.
Specify this in the Shader of the Materials.

- System project resources are now excluded from the selection of shared materials when adding models.

- In the sprite preview, the scale can now be changed with the wheel.

[Events] - Added "Use Physical Keyboard" option to the "Input String Variable" panel and "Rename Party Member" panel.
This allows for direct input of strings from the keyboard during event execution.

- In the "Teleport Player" panel and "Teleport Event" panel, the Y coordinate (height) of the destination can now be specified.

- Y coordinate option has been added to the "Make Player/Event Walk to Specified Coordinates" panels. However, if the target player/event has Falling by Gravity turned on and the terrain is not connected to the specified elevation, the player/event will teleport to the specified elevation to make it add up at the end. Note that Falling by Gravity must be turned off in order for the walker to walk while also interpolating elevation.

- Added "Group of the Last Skill Used (0=Party, 1=Monster)" and "Cast Number of the Last Skill Used" to the "Get Battle Information" panel copy source.

- In the "Execute Battle and Check Results" panel, "Inescapable" can now be turned off and "No Game Over Even If Defeated" can be turned on at the same time.
This will allow "escapeable and not game over" battles to be performed only on this panel.

[Database] - Variables can now be used in the damage calculation formula during battles.
- Added the ability to change the invincible time for damage on the map for each cast in Database > Cast > Others tab > "Generate Events".

[Map Editor]
- The ability to rotate the map being edited in 90-degree increments has been implemented.
Added arrow buttons for rotation to Edit > Scroll Entire Map in the top menu of the Map Editor.

- Added an ON/OFF function that temporarily removes the Placed List from operation.
Click on the lock symbols in the list to switch.

- The Terrain: Same Type Selection tool in the Tools palette now selects adjacent "terrain groups".
Alt+ will select only the "same terrain" ignoring terrain groups as before.
This improvement makes it easier to select the placed area when a terrain group is placed with the Random Pen.
[expand]< Grouping of Terrain]>
In each menu in Resources, tags can be set to group terrain or objects with the same tag.
The tag setting field is located below the entry tree.

When placing terrain with the Random Pen tool, it is randomly placed from the same group of terrain as the selected terrain.
For example, the cracked wall in the "Dungeon RPG Sample" is made by grouping two types of terrain and placing them in the Random Pen.[/expand]

- A new button has been added to the right of the test play button to allow the user to select saved data and start test play.
The button labeled "...".

- The Map Editor now scrolls the map when the mouse cursor reaches the edge of the screen while dragging.

- In the Map Settings > Enemy Distribution tab, the currently selected area is now highlighted.

- When the "Falling by Gravity" setting of an event is changed for the first time, a dialog box explaining the effect of the "Falling by Gravity" setting is now displayed.

[Layout Tool]
- "Management Tags for Items to be Displayed" can be used to specify tags for narrowing down the list of items that can be enhanced.

[Battles]
- After entering a battle command, if the target has moved out of attack range when the attack is executed, the target has been improved so that the target is changed to an opponent to whom the attack can reach.

[Others]
- When the window size of the execution engine is different from the aspect ratio of the Game Definition, such as in full-screen mode, the window is now displayed with a black band instead of being stretched out.

With this function implemented, projects created with a resolution of 16:9 aspect ratio will have black areas on the left and right sides of the window when test play is performed with the window maximized. This is due to the fact that the rendering area in the window is not in 16:9 ratio depending on the window frame.

If the window mode is not full screen, or if full screen mode is selected by pressing the F4 key, the black areas on the left and right will disappear because the frame is no longer affected by the window. 

- Mini map rendering load has been optimized.

- We have applied the features added in this update to the sample project "Dungeon RPG Sample".

[h2]--- Bug Fixes ---[/h2]

[Resources]
- Fixed a bug that was causing textures used for slice animation to always be treated as CountSlice.

- Fixed a bug that caused an error when obtaining version information if fbx in ASCII format used certain line feed codes.

- The path when importing an "exrbr file" has been modified so that it becomes [the folder name of the "exrbr file" without the file extension\original resource path].

- Fixed a bug in which when adding resources from DLC in 3D/2D stamps, when selecting "Folder" from the "Resources" tab to add, the added "Resources" folder was displayed in the Stamp Palette in the Map Editor.

[expand] For example, in 3D stamps, if you add the "Models" folder from the "Resources" tab, it will automatically be added as 3D stamps and appear in the Stamp Palette > Objects tab.

However, at the same time, the "Models" folder was displayed in the Stamp palette, which is the bug.

Objects in the "Models" folder look the same as stamps as thumbnails, but cannot be placed on maps.
With this correction, this issue no longer occurs. [/expand]

- Fixed a bug in which the "Optimize" and "Scale" settings in the Model Import dialog were not properly reflected in the preview and import data in some cases.

- When checking the size when importing a model, the specified scale is now taken into account.

- Fixed a bug that caused an exception when clicking on an option that produced an image on the properties side when a folder was selected in the tree of 3D/2D stamps.

- Fixed a bug in which the folder structure of resources was not correctly constructed in the tree when resources were added from DLC and export files (.exrbr).

- Fixed a bug where adding a resource that was "created from another resource," such as a stamp, was not being added below the cursor position on the tree.

- Fixed a bug where if a DLC stamp already added in Resources was deleted and the same stamp was added again, it would not appear in the parts list until Bakin was restarted.

- Fixed a bug that caused both thumbnails and previews to be empty if the collision in the Physics Settings was not assigned to a stamp.

- Fixed to display material properties in the asset picker when selecting materials individually/commonly for similar materials after importing fbx files.

The behavior of the dialog that appears when importing an fbx file to select material-related processing is described in the FAQ of the manual. Please refer to it.

[Events]
- Fixed a bug in the "Check Collision State" panel when checking for contact with an object, where the flag was not reset once contact was made with an object.

- Fixed a bug in which when a battle camera was selected in the "Camera Playback" panel, the options displayed in the combo box did not match the selected option.

- Fixed a bug in which copying and pasting an event across event types sometimes left a start condition selected that was not supported by the event type of the pasted event.

- Fixed a bug in which raycasts with "Terrain" set to check in the "Check Surrounding Collision Detection" panel did not detect slopes and stairs.

- Fixed a bug that caused some sheets in some door-based event templates to not change graphics.

[Database]
- Fixed so that the ON/OFF of "Enhancement" of an item is linked to the enable/disable of "Available Stocks".

[Battles]
- Fixed a bug in which the coordinates for determining attack range did not change when a cast was walked using a battle event.

- Fixed a bug in which when an event sheet was added to a battle event, the initial value of the trigger for starting the event was internally set to "When Player Talks".

- Fixed a bug that caused the order of party train to not be restored even if the KO state were removed after a save and load with a KOed cast member in the party.

- Fixed a bug that could cause incorrect casts to be displayed when leveling up on the result screen if an ally was in KO state.

- Fixed a bug where local lights placed on a map designated as a battle background were not reflected in the terrain.

- Fixed a bug that displayed the "Escape" icon in the "Back" command menu during battles.

[Map Editor]
- Fixed a bug that caused objects outside the map to move incorrectly when map was shifted while "Treat as Loop" checked in the Edit menu > "Scroll Entire Map".

Objects with an origin outside the map are not moved.

- Fixed a bug that caused objects using subgraphics to move twice (incorrectly increasing the distance moved) when the map was shifted using Map Editor > Edit > "Scroll Entire Map".

[Camera Tool]
- Fixed a bug that was causing the camera of deleted maps to appear as candidates for "Use Other Camera" in the Camera Tool.

[Others]
- Fixed a bug in the battle plugin sample where the preemptive attack was not working.

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We hope this update will contribute to your wonderful projects!
Please enjoy using them.

We will continue to improve RPG Developer Bakin!

[Update] Ver. 1.3.1.5

Hello everyone!
Ver. 1.3.1.5, which fixes the problem identified in the recently released Ver. 1.3.1, is now available.
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[h3]--- Bug Fixes ---[/h3]

[Layout Tool]
- In "Free Layout for Event," when multiple layouts with the same value for the layout property "Priority" were displayed, the one displayed later would be displayed in the back (behind).
This will be a change from the previous version. If you are already using this option, we apologize, but please adjust your "Priority".

- When multiple "Free Layout for Event" with menus are displayed, only the foremost layout responds to key input.

- Fixed a bug that prevented specifying the "Layout to be Opened" when "Return to Title" was selected as the action for the submenu container.

- Fixed a bug where some of the tooltips in the Layout Tool were not translated into English.

[Battles]
- Fixed a bug that caused attack effects to be displayed on the previous target when a monster performed the same action against another target in a series of actions.

[Events]
- Fixed a bug in the event template "Treasure Chest - Get Item" where the switch designation was incorrect, and items could be obtained as many times as desired.
We apologize for the inconvenience, but if you have such events placed in Ver. 1.3.1.3, please open the edit screen and press the OK button once to reflect the modification.

- Fixed a bug that prevented the player's expression from being changed using the "Change Map Cast Expression" panel when Game Definition > "Display Accompanied Members in Party Train" was turned on.


In addition to the above, the following adjustments were made to the sample game.
- For the common event "Grid Move" in "Dungeon RPG Sample", the camera orientation and the player's orientation are now always the same.
In the "Make Player Walk" panel, the camera orientation is changed to "Lock Orientation" and the camera orientation is assigned to the player's orientation at the end of the event.
You can export the "Grid Move" event and import it into your own project for your own use.

- Fixed a bug in the main menu of "Dungeon RPG Sample" that after closing "Notebook", the user could not operate it until pressing ESC again to display the menu.

- The rendering settings for the Neitei village map in "Orb Stories" were adjusted so that the border of the shadow resolution is not clearly visible.
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We will continue our efforts to improve "RPG Developer Bakin".

[Update] Ver. 1.3.1

Hello everyone!
We have updated to Ver. 1.3.1!


We have added functions to the recently released mini map player icon to reflect "Player Orientation" and to display the names of enhanced items from treasure chests in the message.

Various new and improved features have also been added, such as the ability to overlap one layout on top of another when creating a layout to help with positioning and other adjustments, and an improved "Change Camera Parameters" panel.

The contents are as follows:
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[h3] --- New and Improved Features ---[/h3]
[Layout Tool]
- Added the ability to overlap layouts of other screens to check in the layout preview.
Press the button in the red box in the image to select the layout to be overlapped.
Please use it for layout positioning, etc.
Currently, there is only one layout that can be overlapped.
The overlapped layout cannot be manipulated.

- Added layout import and export function buttons to the buttons above the layout preview. (Blue surrounded buttons in the image)
Functions that were in the context menu of the layout preview have been moved here.

- When using the special coordinate specification tags Balloon, FixedBalloon, Enemy, and Player, the position of layout parts is now added as an offset.
If you are editing a speech bubble layout in version 1.2.1 or earlier, click the "Switch Display Method" button (yellow circled button in the image) in the layout preview to make the outside of the layout frame visible.

[Events]
- A method for specifying the layout to be displayed by a string variable has been added to the "Display Free Layout for Events" panel.
Display the same name of the free layout as the specified string variable.

- Added "Name of the Last Item Obtained" to the "Advanced String Variable Operation" panel.

- Added and improved functions in the "Change Camera Parameters" panel.
-- Added option to abort the camera animation and run it.
-- Changed so that camera movement does not end midway when the parallel event sheet is switched.
-- Improved behavior when duplicate changes are made to the same parameter.

[Game Definition]
- A new setting to rotate the player icon on the mini map has been added to the "Rules and Operations" section.

[Resources]
- In the 2D file import dialog, you can now select multiple motions in the Motion List column and change the value of the individual motion settings to apply the value to all selected motions.

[Map Editor]
- Improved behavior when copying and pasting objects on a map.
-- Improved the priority of pasting over selected terrain when it is selected.
Previously, priority was given to "mouse cursor position," but this will be changed.
If the selected terrain is outside the editor's display area, the camera will move to capture the pasted position in the center.
-- When an attempt is made to place it off the map, it is placed off the map as it is.
-- In cases where pasting occurs without specifying the position of placement in the map editor's display area, such as copy and paste on the Placed List, pasting is now performed in the center of the display area.
This is to avoid users losing track of what they have pasted by being placed outside the display area. 

[Others]
- The following improvements have been made to the "Dungeon RPG Sample".
- The names of items obtained from treasure chests dropped by enemies are now displayed in the message.
The new "Advanced String Variable Operation" panel utilizes the "Name of the Last Item Obtained" feature.

- During battle, when an attack hits an enemy, the effect is now displayed in the proper position.
This is achieved by specifying a simple collision on the 2D stamp.
  Depending on the "Position from Target" setting of the sprite used as the battle effect, only the "Y Size" of the collision has the following effect.

  • If the target is "Target Center", the effect will be displayed "at a point half the height of the Y size of the collision from the ground".
  • If the target is "Target Overhead", the effect will be displayed "at the Y size height of the collision from the ground".
  • If the target is "Target Feet", the effect will be displayed at the feet of the target regardless of the presence or absence of collision.


[h3]--- Bug Fixes ---[/h3]
[Map Editor]
- Fixed a bug that caused a different entry to be selected than the currently selected entry when the properties portion of the Placed List was clicked.

- Fixed a bug that caused the selection display (highlight) in the Map Editor to disappear after a copy operation.

- Fixed a bug in which "properties for multiple entry selection" was not displayed when multiple entries were pasted on the Placed List.

[Game Definition]
- Fixed a bug that could cause an exception if the TAB key is pressed while operating the System Resources screen, etc.

[Problems Occurring During Gameplay]
- Fixed a bug in which the "Change in Maximum HP/MP" value given to "Equipment" during battle was not reflected correctly in the game.

- Fixed a bug that prevented the "Change Camera Parameters" panel from working during battles.

- Fixed a bug that caused 2D stamps in "No Billboard Processing" to be inverted left to right depending on the angle from which they were viewed.

[Events]
- Fixed a bug in which it would always take more than 2 frames to obtain/discard an item using an event after Ver. 1.3.

[Test Play]
- Fixed a bug that caused an exception when exiting test play during the transition to battle.

[Other]
- Fixed a bug that the images may not be rendered correctly in some graphics board environments, such as GeForce 680M, 780M, 860M, etc.
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Please use the new features to create your own great creations!

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

Attack Range, Item Enhancements and more...!! - How to Use Ver. 1.3 New Features

Hello everyone! Thank you for the great response to Ver. 1.3.
As for the features added in this update, many of them are achieved by combining several functions. The purpose of dividing the functions into smaller groups is to increase the degree of freedom for users to create their own projects, and to make it easier to convert the functions to other uses. But on the other hand, some of you may be wondering, "Which one of those functions do I use to make a mini map?"

A "Dungeon RPG Sample" has been added to the Game Gallery as an example of combining various functions. Here is a brief description of what we did in that sample game. We hope this will be helpful for your creation.
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[h3][ Make Player Invisible ][/h3]
To hide the player when in first person, specify "Stamp with no graphic setting" in Database > Casts > Graphic for Moving. In the Dungeon RPG sample, look at "Ken" in Database > Casts. If you click on the moving graphic, you will see that it is assigned the 2D stamp DungeonPlayer_2D.

Next, go to Resources > 2D Stamps and look at DungeonPlayer_2D, and you will see that the graphics section should be unspecified. The subgraphic also specifies nothing for the graphic, only a local light. This is specified to illuminate the front as if the player has a light.

The stamp with only the subgraphic local light setting without this graphic setting specified is also used in the B1 map of the Dungeon RPG sample. This stamp is placed on the map as an event, and the subgraphic is turned off with "Change Display State of Event Subgraphic" before the boss is defeated, and turned on after the boss is defeated, changing the brightness of the room.
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[h3][ Grid Movement ][/h3]
In the Dungeon RPG sample, grid movement (movement in units of terrain squares) is achieved using a common event. Please refer to the "Grid Move" event on the Common Events palette of the Dungeon RPG. You can also export this event, create a custom event in your project's common event, and import it into that event to introduce grid movement.

Walking speed can be changed using the "Change Player Movement Speed" panel at the beginning of the event sheet. However, if the speed is too slow, it may not be possible to climb steps in some cases.

After disabling the player's operation, the directional keys pressed are checked again. The player is moved to the specified angle and also adsorbed in the center of the grid.
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[h3][ Front Row/Back Row ][/h3]
In the battles, the concept of front/back rows is specified on the party side. (For the sake of simplicity, enemies are only in the front rows.) Members in the back row cannot attack the enemy unless they have a long-range weapon, and conversely, bare handed attacks from the enemy will basically not hit them. Bakin achieves these mechanisms by specifying the following:

- Specify the positions of allied party members in the battle layout.
You can specify the placement of allies and enemies during battles in the Game Definition > Rules and Operations > Battle Layout settings, the Map Settings palette > Enemy Distribution, and the "Execute Battle and Check Results" event panel. Not only the display position during battles, but also the distance between allies and enemies is calculated based on what is specified here. The Dungeon RPG sample is positioned as shown in the following image.



- Specify Attack Range
To introduce the concept of attack range into battles, first, turn on "Use Attack Range" in Game Definition > Rules and Operations. Then, specify "Attack Range Judgment Type" as either "Line" or "Distance" in the pulldown.

Next, you need to specify the attack range of the weapon and the cast itself (bare handed attacks) in the Database > Items and Database > Casts > Basics tabs. The unit of attack range is the grid of the battle layout. If an enemy is out of range during battle, the battle command "Attack" cannot be selected. If 0 is specified, attack range is treated as infinite. All skills are judged with range 0.

If "Attack Range Judgment Type" is set to "Line", Only the "front" and "rear" distances on the battle layout will be taken into account. In the case of "Line," if you set the attack range to 1, they can attack "an enemy with one grid in between."

When "Distance" is selected, the diagonal distance is also included in the attack range.
In the case of "Distance", if the attack range is set to 1, they can attack "enemies adjacent to each other horizontally and vertically". For example, to target an enemy that exists diagonally in front of them by one grid, put the attack range √2≒1.5.

The area in blue is the range that can be reached when "Attack Range 1" is specified.
(Left: Line, Right: Distance)
If the attack range does not reach the center point of the grid, it cannot be attacked.
Therefore, if the "Distance" is set, the attack will not reach the diagonal grid.


"Attack Range" also affects the range of its effect in the following cases.
- When an item is used as an "item" in battle
- When an item with a skill is used as a "skill"

- The Front/Back indication that appears above the members during battle is specified in the Layout Tool > Battle Status.
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[h3][ Damage Indication ][/h3]
In battle scenes, damage values and effects when attacked appear in the party status display area.

This is accomplished by placing parts with the special coordinate specification tag DamagePosition on the Layout Tool > Battle Status screen. Please refer to the "Damage Display Position" container in the layout parts list.

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[ Rearrange the Party Members ]
When the concept of front/back rows is introduced into battles, it makes sense to rearrange the order, such as putting deeply damaged members in the back row. In addition to allowing "swapping places" as a battle command, we also handle such things as automatically moving members who have been disabled in battle to the back of the line.

- To display the rearrange order command during battle, create a command in the "Battle Command Menu" under the Database > Casts > Battles tab, specifying "Swap Places" as the function to be assigned.

- To automatically send members to the back row depending on their state during battle, first, turn on "Rearrange by State During Battle" in Game Definition > Rules and Operations. You may turn on "Restore the Original Order when States are Removed" if necessary. And which state to move to the back is specified in the Basic Settings "Move to Back of the Party while Granted" in Database > State Definition.
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[h3][ Switching Battle Backgrounds in the Dungeon RPG Sample ][/h3]
The background 2D graphics are switched as necessary, for example, between encounter battles and boss battles. This is achieved by an event.

First, place an event for background graphics on the "Dungeon_2DBattleMap" used as the battle map. Within that event, there are multiple event sheets that are activated by variable values, and background graphics are assigned to each of them.

Then, at the event where the battle occurs, the background is switched by putting the value for the event sheet you want to use as the background into a variable.
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[h3][ Narrowing Down the Entries to be Displayed on the Layout ][/h3]
In the item list and picture book menus, it is possible to narrow down the items to "weapons only" or "valuables only". This is achieved through a combination of Database and Layout Tool functions.

- You can freely set tags with a "#" in the Management Tags + Notes field under the Database Entry Tree. Items also have internally generated tags by specifying "Consumables," "Weapons," and "Armor" in the Basic Settings and setting the price to 0.

- Use the Layout Tool to specify which of the tagged entries are to be displayed. You can specify entries to be displayed by specifying tags in "Management Tags for Items to be Displayed" in the layout properties of the Item Selection screen, etc. Note that specifying multiple tags will result in an AND condition ("00 and xx").

- Please note that picture books will not be displayed unless "Register to Picture Book" is turned on in the "Others" tab of each option in the Database.

The Dungeon RPG sample's picture book, or Monsters in the "Notebook," shows only the enemy casts. To achieve this, we first specify the #Monster tag for casts that correspond to so-called monsters in Database > Casts. And this is achieved by specifying #Monster for the layout property "Management Tags for Items to be Displayed" in Layout Tool > Cast Picture Book.

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[h3][ Enhancement Items ][/h3]
Events occur where enhanced items like "Knife +1" come out of treasure chests or enhance items on hand. This is achieved through a combination of the following features:

- If you want to make an item an enhanced item, remember to first go to Database > Items and turn on "Enhancable" for the item you want to enhance.

- For items from treasure chests, we have set up an item enhancement event in Database > Items with a custom event. A custom event is triggered when an item is obtained. In the event, items from "+1" to "+3" will appear using random numbers and loops.

- The item enhancement event on the B1 map is achieved by a combination of Layout Tool and Common Events. The common event "Item Enhancement_B1" is called from the action in the sub-menu container of the Layout Tool > Enhancement Item Selection screen.
Also, in the layout properties "Variable Specification," specify the "nth Parameter in the Inventory" variable to be used for "Item Enhancement" and "Advanced Variable Box Operation" on the Common Event side. Note that the Enhancement Item Selection screen takes effect in combination with Common Events.

- You can specify which abilities of the item will be enhanced by the event content.
Please refer to sample events in the Common Events section for more information on enhancing items.

(Caution)
- Each enhanced item is treated as a different type of item.
The capacity of the Inventory, which can be set in Game Definition > Rules and Operations, allows you to specify the number of "types" of items the player can have.
In other words, each enhanced item is counted as "one type".

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[h3][ Mini Map ][/h3]
A mini map with auto-mapping is displayed on the screen. Icons of doors and treasure chests found are now also displayed on maps. These are achieved through a combination of the following features:

- The mini map can be displayed simply by specifying the special format \minimappreview in the Layout Tool on the Panel for Rendering Strings. The size and display position of the mini map will reflect the panel's settings. In the Dungeon RPG sample, a layout called "minimap" is created in the Layout Tool > Free Layout for Events screen, and the mini map is displayed by calling the layout from a common event.

- The color of the mini map to indicate where the area is traversable or non-traversable, the size of the grid on the screen, and whether or not auto-mapping is used can be specified in the Game Definition > Rules and Operations > Current Location Map Display Settings.

- The setting of whether or not to be able to walk on the terrain can be changed for each terrain in the Resources > Terrains section.

- You can specify how much of the map to display on the mini map by going to Map Settings > Map. It is common to create maps that are larger than the area that the player can be walked around during play, for example, for visual purposes. Specify this option to prevent unwanted areas from being displayed on the map.

- The icons for doors and treasure chests on the mini map are specified as images in Game Definition > System Resources > Current Location Map.

- The event sheet specifies where to display the images set in the System Resources.
Please see the door event in the sample game. The image is specified in "Change Elements During Sheet Execution" > "Graphic Settings" > "Image for Displaying Map" in each event sheet when closed or opened. By allowing each event sheet to specify its own icon, it is possible to switch the icon to be displayed depending on its status.
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Thanks for taking the time to read this long article.
We hope this will be helpful to you in creating your own wonderful projects.

We will continue to brush up on the features added in Ver. 1.3.
Please continue to enjoy making games with Bakin!


(These will be augmented in the manual.)

[Update] Ver. 1.3.0.1

Ver. 1.3.0.1, which fixes the problem identified in the recently released Ver. 1.3, is now available.

The contents are as follows:
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[h3] --- New and Improved Features ---[/h3]
[Database]
- Improved to be able to edit the damage calculation formula even if a skill is assigned to an item. The item's formula is used to calculate the attack damage when equipped.

[h3]--- Bug Fixes ---[/h3]
[Database]
- Fixed a bug that caused some options to become impossible to enter in the Database when assigning a skill to an item.

[Events]
- Fixed a bug in which the "Teleport Player" panel did not display a field that allowed the user to specify the destination by map ID.

- Fixed a bug that caused an exception when the display position was set to the upper left in "Display Selection" since Ver. 1.3.

- Fixed a bug that pattern 0 was always displayed when displaying an image with several slices in the "Display Image" panel since Ver. 1.3.

- Fixed a bug in which designated cast members in the reserve were not removed even if "Remove from the Reserve" was checked in the "Add/Remove Party Member" panel.

- Fixed a bug in the "Change Camera Parameters" panel where the "Time until Complete (sec)" option was not translated into English.

[Map Editor]
- Fixed a bug that prevented a placed object from becoming selected when a stamp was placed.

- Fixed a bug that prevented the quick toolbar from being displayed (content not updated) when a stamp was placed.

- Fixed a bug that caused an exception when copying an object together with an event in the placement palette and pasting it in the common event palette after Ver. 1.3.

[Game Definition]
- The player icon image in the System Resources has been adjusted and its display position on the mini map has been corrected.
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We will continue our efforts to improve "RPG Developer Bakin".