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RPG Developer Bakin News

RPG Developer Bakin & DLC 10% off at Autumn Sale! (until Nov. 28, at 10 AM PST)

[h2]"RPG Developer Bakin" 10% Off Sale at Steam Autumn Sale 2023[/h2]



RPG Developer Bakin, a programming-free RPG creation tool, has released update Ver. 1.6 on November 16, 2023, which adds the ability to switch between multiple battle cameras and change the maximum level, making battles cooler and games more deeply customizable. Today, we are offering a 10% discount on "RPG Developer Bakin" so that those interested can enjoy its enhanced functionality and ease of use at an even greater savings.
In addition, DLC packs with various resources will also be discounted by 10%, so don't miss this opportunity!



[h2]The four DLCs released on October 18th have been added to the "RPG Developer Bakin and DLC Bundle" and are now available in a new DLC bundle![/h2]

We have added various updates and DLCs since the start of Early Access in October 2022. The RPG Developer Bakin and DLC Bundle, which includes all DLC sold to date, is now available in a new bundle version with the addition of four DLCs (Forest Pack, Wooden Platform Pack, Terica Terrain Pack Vol.1, and Glowing Icon Pack) that were released on October 18, 2023.
This is a 5% discount off individual purchases and is recommended for those just starting out with RPG Developer Bakin.
You can also save even more with the Steam Autumn Sale 2023, which offers Approx. 15% off until 10:00 AM PST on Tuesday, November 28.

https://store.steampowered.com/bundle/27745/RPG_Developer_Bakin_and_DLC_Bundle/

[Update v.1.6] Multiple Battle Camera Switching & Maximum Level Change Feature!

[h3]Hello everyone! [/h3]
We have updated to Ver. 1.6 and we have implemented a variety of features this time as well, including the following!

- "Multiple Battle Camera Switching" feature, which allows users to create cameras specifically for boss battles and/or for special moves.

- "Change Maximum Level feature, which extends the maximum level in the game to 9999 and allows you to freely set a level cap for each cast member within that level.

- "Useful event control" features such as panel comment-outs, label jump panels, and loop panels that can be assigned multiple times.
Please review the update details!

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

[h3][Battle Camera Set Switching Function] [/h3]
We have implemented the ability to create multiple battle camera sets, which until now could only be created one set, and switch between them in an event.
This makes it possible to "change the camera between boss battles and normal battles" and "create a special camera set for special moves".

[Camera Tool] - The ability to create multiple battle camera sets has been implemented.
- With the "Battle" folder icon in the camera tree selected, click the "Add" button at the top of the tree to create a new battle camera set.

[Events] - A "Switch Battle Camera Sets" panel has been implemented that allows switching between multiple battle cameras created in the Camera and Battle categories from an event.
- Switching can be performed not only on maps, but also during battles. During battle, the camera is immediately switched when this event panel is executed.

[h3][Maximum Level Change Function] [/h3]
The maximum range of levels that can be reached in the game has been widened, and maximum levels can be specified for each cast and class. This allows for things like "games with a maximum level of 9999" or "a cast with an initial maximum level of 10 can be enhanced to a maximum level of 20 by an event".

[Game Definition] - The maximum level limits for "Casts" and "Classes" in the game can now be specified/changed.
-"Max Level" has been added to the left-most column "Battle Related" under "Rules and Operations."
- Up to 9999 levels can be specified.
- The maximum overall game level specified here cannot be changed during the game.

[Database] - A function to specify/change the maximum level of each "Casts" and "Classes" has been implemented.
- Both can be specified up to a maximum of 9999 levels.
However, the maximum level value that can be specified for "Casts" and "Classes" is limited to the "Max Level" specified in the Game Definition.

[Events]
- The "Obtain Cast Status" panel allows you to get the maximum level of cast members in the party and the maximum level of their class.
- The "Change Cast Status" panel allows you to change the maximum level of the cast in the party and the maximum level of the class.

By using the newly added features, you will be able to create games such as the following:
- Maximum level for the entire game is 99.
- Maximum level of Cast A is 99.
- Maximum level of Cast B is 50.
- The maximum level of Cast C is 20; however, events increase the maximum level to 40.

*The event may reduce the maximum level, but the current specification is to maintain the current level of the cast/class, since the intent to reduce it is not clear.

[Layout Tool]
- A parameter has been added to the special format for status display that allow the maximum level to be displayed.
For example, the special format "\partystatus[]" that displays "Status X of Party Member according to Container Management No." can display the maximum level of that cast by putting 18.


-----
[Database] - A curve generation function has been added to the "Status Curve Dialog" under "Casts" and "Classes." If you select a single status as Target Status, it will be displayed on the right side of the graph.


We have added the ability to assign values for the start/end points of a curve, such as Lv20 = 200 and Lv80 = 3000, and generate a curve in that interval.
We are planning to support the creation of cases such as, "The growth speed changes before and after a certain level."

[Map Editor] - A "Camera Tracking Range" option has been implemented in the Map Settings > Basic tab to limit the range of the camera's gazing point.
This function is designed to meet the need to avoid showing the edge of the map when walking to the edge of the map. The camera with the gazing point specified as "Player" stops moving within the assigned range.


- The following features have been added to the Map Settings Palette > Render Settings:
- "Sharpen" function for image sharpening has been implemented.
- An option "FXAA" has been added that allows the user to turn off anti-aliasing, which was previously fixed at on.

The parameters for the "Sharpen" settings can be set in the following ranges:
Strength: 0 to 0.1
Distance: 0 to 1


[Events]
- A "comment out" function has been implemented in the context menu entry for the event panel, which allows the event panel to be disabled without deleting it.
Right-click in the event panel (or event line if in text mode) to select "Comment Out/Cancel".

Note that commented out panels will not be executed.

- A "Label Definition" panel and a "Label Jump" panel have been added to the "Others" category.

Labels can be set from 0 to 99.
Variables can also be used to specify the label jump destination.
If the jump destination does not exist, or if an invalid value such as a negative value is assigned to the jump destination, it is skipped.

Note that the label jump function is different from the loop function.
This command has the same behavior as the "GOTO" command in the "BASIC" programming language. It is possible to create a loop by combining panels, but to get out of the loop, use variables and branching to set up an event that will go through the label jump if certain conditions are met.

This function is powerful, but too much use of it tends to confuse you, so be careful when using it.

- In the "Start Loop" panel of the Control category, the functions of "assigning the number of loop cycles" and "assigning a variable to count the number of loop cycles" have been added.


- The "Make Player Invisible/Visible" panel can now gradually become invisible or visible over time.
- The " Make Event Invisible/Visible " panel can now gradually become invisible or visible over time.
[expand]The opaque/translucent state of the cast graphic at "the time transparency/release is initiated" is maintained. In other words, if the "state" changes during transparency and the cast becomes translucent or opaque, it will have no effect while this panel is in progress.[/details]

- Added "Abort if Unable to Move" and "Pass Through Events" options to the "Make Player Walk to Specified Coordinates" and "Make Event Walk to Specified Coordinates" panels.

- When "None" appears using the "Make Monster Appear" panel, the monster can be erased without treating it as defeated.


[Game Definition]
- The ""Key/Button Assignments"" dialog box has been implemented.
A dialog box opens when you click the newly created "Key/Button Assignment" button in the "Assign Input Devices" field under "Rules and Operations". This function enables easy implementation of key and button assignments in games that previously had to be edited in text.


- Added the ability to select whether to use map battles in the left-most column under "Rules and Operations." The default for new projects will be "Off" from now on.

- Added the ability to display damage values during map battles in the left-most column of "Rules and Operations."

[Test Play]
- Improved so that the Debug Window and Cast Parameter View can be closed with F5/F6, even when they have focus, respectively.

[Resources]

- New Update (Re-import) buttons have been added to sound and movies to allow file replacement.

- When selecting an icon image in the Asset Picker, the scroll bar is now displayed when the auto scale is released, and the image is enlarged.

[Game Play]
- The function to open the end-of-game dialog assigned to Ctrl+D during play has been removed. Please use Alt+F4 from now on.


[h3] --- Bug Fixes ---[/h3]
[Problems When Playing]
- Fixed a bug that caused attack range calculations to be performed using the coordinates of the forward movement when selecting an action in battle if the "One Step Forward When Acting" setting was enabled in the Database.

- Fixed a bug that HP/MP recovery items assigned as consumables were not consumed when used in battles since Ver. 1.5.0.

- Fixed a bug that caused a delay in the reflection of the player's direction when moving to a new location during a game when "Get Behind Player Automatically" and "Tank Controls" were specified in the Game Definition, resulting in a screen facing north for a moment.

[Layout Tool]
- Fixed a bug in the layout of the Conversation, Messages, Selections, Inns, and Stores screens that caused a crash or did not display properly at runtime when rendering objects were added to the backmost area of the screen.

- Fixed a bug that caused the preview rectangle size and display origin to appear out of alignment when changing the text scale of the text panel or the scale of the parent container.

- Fixed a bug that caused the system layout to be internally replaced with a new one each time the project was loaded if the "Game Run-Time Resolution" was changed in Game Definition > Project Settings.


[Map Editor]
- Fixed a bug that caused "Memorize Position" and "Original Cast Information" for cast events to be missing when events were copied and pasted.

- Fixed a bug that could cause some information, such as coordinates, to be shared when copying and pasting a cast-based event.


[Events]
- Fixed a bug that caused an exception when playing a camera that did not already exist.


[Game Definition]
- Fixed a bug in "Assign Input Device" where an exception would occur when moving the stick when playing with the analog stick dead zone coefficient specified to 1.


[Resources]
- Fixed a bug that caused the preview of a material to appear in the Asset Picker preview when Automatically Assign is selected for Material Sharing.
This improves cases where unnatural spheres appear in the preview.


[Battles]
- Fixed a bug in which a cast member who became "confused" or "charmed" during battle would take two steps forward when attacking, and the effect would not appear when the cast member attacked an ally.

- Fixed a bug that prevented battles from progressing if "Escape" failed in the battle plug-in sample since Ver. 1.5.0.


[Assets]
Fixed general 2D assets related to casts built into Bakin.
[hr][/hr]
How did you like it?

We hope that the contents of this update will make your game-making experience more enjoyable!


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


New Free DLC "Food Model A Set" in the Steam Workshop

[h2]Free DLC "Food Model A Set" for RPG Developer Bakin is now available.[/h2]

A new set of 3D food stamps is now available in the Steam Workshop to decorate table settings for occasions such as a cozy dinner, a restaurant in town, or a small party.

https://steamcommunity.com/sharedfiles/filedetails/?id=3068227352

[Update] Ver. 1.5.1

Hello everyone!

We have updated to Ver. 1.5.1!

[hr][/hr]
[h3] --- New and Improved Features ---[/h3]
[Database]
- The Level Curve and Status Curve dialogs have been improved and functionality added.
- When displaying single statuses in the Status Curve dialog, it is now easier to see the curve when reflecting the added value of the class/subclass.
If you select a single status in Target Status, an additional toolbar will appear.

[expand]After selecting the class, you wish to apply from the combo box, click the "Addition Value to Class/Subclass Level" button to display a dotted line graph reflecting the effect of the class.
The value of the reflection rate for classes/subclasses can be changed in "Parameter Reflection Rate", which can be set in Game Definition > Rules and Operations.[/expand]


[h3] --- Bug Fixes ---[/h3]
[Sound]
- Fixed a bug that caused the BGS to stop when opening the menu after the fade-in of the environmental sound.

- Fixed a bug that caused the volume in Configuration Settings to be applied twice to reduce the sound when fading in the background music using an event.
With this correction, if an existing project uses a fade-in for background music, the volume will play louder than before. We apologize for the inconvenience, but please adjust the volume on the resource side if necessary.

[Events]
- Fixed a bug in the "Display Message" panel where the "Hide Window" was not working.

- Fixed a bug where turning the Party Train on/off would reset the player's subgraphic state.

- Fixed a bug that caused the player's subgraphic state to be reset when a member joins or leaves the Party Train.

- Fixed a bug that prevented the status of casts in map placement from being obtained correctly after Ver. 1.5.

- Fixed a bug that could cause all walks of the same type of events to be interrupted when "Make Event Walk to Specified Coordinates" was used for dynamically generated events with "Wait to Complete" turned off.

[Database]
- Fixed a bug that prevented negative values from being entered for the initial value of the "Class" status since Ver. 1.5.

- Fixed a bug in which the "Parameter Reflection Rate" specified in Game Definition > Rules and Operations was not reflected in the initialization process for new statuses set for a "Class".

- Fixed a bug where, for cast members who had a class assigned to their class/subclass, when the class was changed to "None", the class "None" was added to the tree field in Database > Classes.
However, the class "None" that was generated by this bug is not saved, so the data being created is not affected.

[Camera Tool]
- Fixed a bug that prevented the camera from being edited properly in the Camera Tool when a map with the same name existed.

- Fixed a bug in which the gazing point sometimes remained at the origin (0,0,0) until the playback button was clicked when editing a camera with the Camera Tool.

[Map Editor]
- Fixed a bug that prevented camera playback in the Edit Battle Layout dialog.

[Resources]
- Fixed the timing of all overwrite confirmations to be the beginning when trying to add a file with the same name in the Asset Picker.

- Fixed the Re-import Dialog to be displayed when choosing Overwrite when trying to add a model file with the same name in the Asset Picker.

- Fixed a bug that caused unnecessary overwrite confirmations for images/textures when adding resources.

[Test Play]
- Fixed a bug that the values of attack/defense power displayed in the Cast Parameter Check View were different from the actual values since Ver. 1.5.

[Others]
- Fixed a bug that caused unfinished theme features to become available.

- Fixed a bug where event and player emissive settings were not being applied when changing Rendering Settings.

- Fixed a bug that sometimes caused the map to be rendered centered on the origin coordinates for a moment at the start of the game.
[hr][/hr]
We will continue to improve "RPG Developer Bakin".

Early Access 1st Anniversary! Major update Ver. 1.5 & Roadmap released!



[h2]Thanks to your support, we are celebrating our first anniversary!
Ver. 1.5 with enhanced battle scenes and additional character status features is now available!
[/h2]

One year after the launch of the Early Access version of the tool on October 17, 2022. We are grateful for the support of our many users, and "RPG Developer Bakin" has evolved through a series of updates. The entire development team would like to thank you sincerely. To commemorate the first anniversary, we have released a major update Ver. 1.5, which adds features that allow users to customize battle scenes more flexibly and edit character statuses freely.



[h3]RPG Developer Bakin Ver. 1.5 Update Overview[/h3]
Increased timing for inserting dramatic effects into various scenes during battles:
It is now possible to activate a skill after the end of the called common event, or to insert an event at the timing of a command selection or decision. This allows creating more exciting battle scenes by including cut-in effects when skills are activated, inserting a whole party recovery event before command selection, and so on.

Status Editor that allows you to freely add statuses of characters:
You can now add statuses that are not in Bakin's default settings, such as "Luck" and "Skill Defense," or remove existing statuses. It is also possible to add your own idea of status to the damage formula and have it reflected in the battle results.

Status and level growth curve customization:
The amount of experience points needed to reach each level and the value of each status at the time of reaching each level can now be freely edited. You can draw a rough curve with the presets and then adjust the values in detail according to the game content.

Many other features have been added and improved.
Please take this opportunity to try your hand at creating games with "RPG Developer Bakin".

For details of the major update Ver. 1.5, please click here for the news.

[h2]Announcement of Upcoming Features to be Implemented!
Roadmap released![/h2]
A roadmap of features that we plan to implement in preparation for the launch of the full product version is now available. In addition to these features, there are a number of features under consideration that we will update as needed. In addition, in response to your comments and requests, we are changing the Early Access period of this tool to "during 2024" to further enhance and improve its functionality.



The latest roadmap is available on the official website.
Click here for the "Road Map" page on the official website

[h2]1st Anniversary Sale & 4 New Downloadable Contents Available for Sale![/h2]
To celebrate the first year of the Early Access version of the tool, we are holding a sale.
Bakin and eligible DLCs will be 10% off, and bundles that include qualifying products will be even more affordable.



In addition, four DLCs that expand the scope of game creation will be available for purchase starting today. The "Forest Pack" contains trees, plants and flowers; the "Wooden Platform Pack" is a pack of wooden platform parts that can be combined to create a variety of objects; the "Glowing Icon Pack" offers a wide range of uses for temple symbols, store signs, skill tree marks, depending on your imagination; the "Terica Terrain Pack Vol. 1" allows you to create maps with a unique atmosphere using colorful patterns and marks. And do not miss the launch discount of 10% off until 10am PDT on , Tuesday October 24th!



[h3]"RPG Developer Bakin" Early Access 1st Anniversary Sale Overview[/h3]


[h3]October 17th Release DLC Launch Discount Overview[/h3]