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RPG Developer Bakin News

Announcement regarding the release

Hello!

We're finally getting close to the Early Access start of RPG Developer Bakin!

Here are a few announcements for the release of this tool.

--- Release timing ---
In Japan, it is scheduled for the morning of October 18; in PDT, it will be after the evening of October 17. Please note that due to the time difference, some areas will receive the release later on the 17th.

--- Various Assets ---
Some assets are offered in the form of free DLC and can be downloaded from the Steam page. Once downloaded, you will be able to import each asset from the "Asset Picker" that opens when you use assets in the tool. Please note that the timing of the release of the assets may be around the time from that the release of the tool.

--- Manual ---
You will be able to view it from within the tool. However, it is expected that it will not be complete at the time of release, as it has not kept up with the daily changes in its contents. The content will be developed throughout the Early Access period.

--- If You Have Trouble While Using the Tool ---
If you encounter any trouble, we would appreciate it if you could contact us through the "Contact Us" link on the official website with information about the last operation you performed, the state of the screen, and any other information you can tell us about the problem. Your information will greatly help us in our efforts to fix bugs, so we thank you in advance for your cooperation.

In the "Configuration" in the top menu after starting "RPG Developer Bakin", you can set the backup timing for the game you are creating.
The backup feature automatically saves the edited data except for resources.
If you have backup data, you can resume work in the event of any problems by selecting the project from the top menu and then selecting "Continue from Backup".
Please check your backup settings in case of an emergency.

Information about the release will be posted on RPG Developer Bakin's official SNS.

Official Twitter Official Facebook


The team is also thrilled to do a final check.

Thank you for your continued support!

About the included sample game

Hello!

Today we're announcing the "sample game" included at the start of Early Access!

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Along with the game "Orb Stories," three projects are included with this tool.

The sample game "Orb Stories" is a legitimate game-style RPG created to serve as a reference for game creation with this tool. The story is the beginning of an epic adventure in which Ken, a young man living in the village of Neitei, is suddenly involved in a conflict over "Orbs" that hold great power.


Although it is a small-scale game with a playing time of less than 30 minutes, you can experience an overview of game creation with this tool by viewing the project, including 2D/3D graphic assets and lighting, maps with post effect functions that are unique to this tool, and events that make use of various command scripts.

The project also includes a variety of map data, character data, and various assets, as well as several points in the game where you can try out modifications to the game, such as caves that you can enter by modifying some of the events. By utilizing these elements and modifying and extending the game, you will gain a deeper understanding of this tool.


For 3D assets, there are "3D Asset Tutorial," which explains 3D assets using simple assets, and "Map Collection," which includes sample maps that take advantage of the tool's graphic capabilities, such as "Stylish Small Rooms" and "Large Continental Maps”.

"3D Asset Tutorial"


"Map Collection"

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"Orb Stories" was prepared as a "sample game to check various functions of Bakin" by tweaking various data.

- Change the status of the database and the contents of events placed on maps.
- Try to add resources not used in the game to maps and events.
- Create a story beyond the ending.

We hope you enjoy the modifications and expansions!

List of "Command Scripts" and "Variables"

Hello!

The Early Access launch date for RPG Developer Bakin is finally approaching and the team is working tremendously busy.
How are you all doing?


Today, we would like to introduce you to the list of "Command Scripts" and "Variables" that can be used in events, which are implemented at the time of the Early Access start.

[h3]--- Command Scripts ---[/h3]
In Bakin, events can be created by combining "Command Scripts" with various functions.

First, the event editor, which we have introduced before.
This editor allows you to specify the conditions under which events occur and to create event contents.。



The event editor is available in panel format as well as text format. The text format takes some getting used to in order to grasp the flow of events, but it is useful for copying parts of an event because it can show more information on one screen.


Events can be exported and imported so that they can be used in other projects or used by others. (However, resources used within the event must be given separately.)


And here is a list of the "Command Scripts" that have been implemented at this time for use in creating events. (GIF animation) (The Command Scripts with light gray Command Scripts names are panels exclusively for the making of battle events which only work during battles.)


A variety of command scripts are available, ranging from simple functions such as displaying an image or playing a sound, to complex manipulations of variable contents.


[h3]--- "Variables” and "Variable Labels” ---[/h3]
Bakin offers event switches and "variables" such as values, text, and array variables in various "Command Scripts". It is also possible to specify "local variables that are referenced only within that event”.




The "variable labels" list the variables specified at each of these locations in the game. In this dialog, not only can you see what variables are being specified, you can also see how the values of the variables are used in events. It is also possible to open the event sheet in which the variable is used and immediately edit how the variable is used.


Using variables effectively, you can manage the progress of events and change the outcome of events according to the situation. Be sure to take advantage of this when you're creating your events!

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By making full use of the "Command Scripts" and "Variables" introduced in this article, you can create events ranging from so-called "conversation scenes" to large-scale events that can be called a system for managing the flow of the entire game. We encourage you to create events that fulfill your ideas!

RPG Developer Bakin - Early Access Start Date Change

Hello.

We apologize to those who have been waiting for the release of "RPG Developer Bakin” and would like to inform you that we have decided to change the Early Access start date.

New Release Scheduled Date: October 17, 2022(PDT)

The postponement of the Early Access launch is in response to improvements we noticed when we exhibited it at the Tokyo Game Show 2022, and to add features that the team wanted to implement before the Early Access launch in response to feedback we have received since it was announced.

Many people have been anxiously awaiting the release of it, and we have received gratifying feedback from them. However, we are very sorry for any inconvenience this may cause you, but we will do our best to deliver it to you in the best possible quality. We ask for your continued support.

About Game File Compatibility with SMILE GAME BUILDER

In this issue, we would like to show you how far compatibility is maintained when running SMILE GAME BUILDER game files on RPG Developer Bakin, using the case of loading "SGB Quest" as an example.

First of all, the premise is that RPG Developer Bakin is not fully upward compatible with SMILE GAME BUILDER.
The contents of various settings such as event panels, databases, maps, and enemy appearance locations can be transferred almost as is, but due to changes in specifications and new features, there may be cases where the same behavior or settings are not transferred.
We are currently in the process of verifying compatibility and will report back as soon as we have new information. Thank you for your understanding.

[h3]Map data created with standard materials can be used as-is.[/h3]
The image is a sample game from A Healer Only Lives Twice Character Resource Pack.


[h3]Map data using paid DLC will be loaded with the paid DLC material portions removed.[/h3]
The image is a sample game from A Healer Only Lives Twice Character Resource Pack.


[h3]You will need to reconfigure the graphics set in the "Show Conversation" event panel. [/h3]


[h3]Models set in the event may not be displayed.[/h3]


[h3]Due to changes in the camera control specifications, the explanation of camera operation in the tutorial and the direction in the battle scene do not work the same as in SGB.
[/h3]



[h3]Due to physics functions, characters may get stuck in unintended places when dashing and hitting bumps.
[/h3]


[h3]Due to physics functions, characters may get stuck in unintended places when dashing and hitting bumps.[/h3]



[h3]Events on top of objects sometimes fall. The Y coordinate of the event needs to be re-set.[/h3]


[h3]The status anomalies set on the terrain may need to be re-set.[/h3]


[h3]Some parts of the layout differ from SGB.[/h3]


These are the differences when "SGB Quest" is run in Bakin with Bakin as of September 10, 2022.
*1. Depending on how the event is put together, it may behave differently than SGB. *2. There is a possibility of unconfirmed events.