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About 2D assets

Hello!

We recently introduced you to RPG Developer Bakin's 3D asset specification, and now we'd like to talk about 2D assets. Textures applied to 3D models and images used to create terrain stamps are also 2D assets, but this time we will introduce 2D data specification used for characters to be moved around on maps and for standing pictures of characters used in conversational events.

[h3]-- Images --[/h3]
The following are the specifications of the original images from which all 2D data is created.

  • - File Format: PNG, BMP, JPG (will be converted to PNG)
  • - Image Size Limit: None (GPU dependent)


[Images] can specify how to slice the image. It is possible to create a single picture without slicing for use in the title screen, etc., or to combine multiple icon pictures into a single image, which can then be sliced into pieces of a specified size for use.

[h3]-- Slice Animation --[/h3]
Bakin calls it "slice animation," in which images of the same size are switched at the same time, like the pixelated characters in Bakin's promotional video. (You can imagine it as a flip book.) If you have used game creation tools like Bakin, you may be able to imagine this format to some extent.

  • - There is no limit on image size per pattern.
  • - There is no limit to the number of slices per motion.
  • - Direction is 1/4/8 direction.
  • - “Slice Animation" is a set of rules that allows the appropriate animation to be played back at the appropriate moment in the game, such as "walk" for pictures used when walking, "run" for pictures used when running, and so on. Please refer to the manual after the release of Bakin for more information on motion types.
  • - Multiple motions can be specified for attacks and skill launches. For example, each weapon can have a different motion.



Characters in the promotional video are drawn in four directions, and a walk in one direction is represented by six pictures.

[h3]-- Sprites --[/h3]
In Bakin, combining images of indefinite size and adding movement to these images in chronological order is called "sprites". Sprites can be used in a variety of creative ways, such as standing pictures of characters in conversation events, screen switching effects, and animated cursors in menus. If you create according to the appropriate guidelines, you can even make them do lip-synching and blinking.


The standing picture of the character, the yellow background color, etc., are created using [sprites], and are rendered by calling the [sprite] from the event.

Sprites can be created with the simple "Sprite Tool" included with Bakin. We would like to explain [Sprite Tool] at another time.

This is the end of the explanation of 2D asset specification.

Just as 2D characters are displayed on the map, Bakin also allows 2D assets to be placed on the map as billboards (2D assets attached to board-like polygons). With Bakin, you can also specify how the billboards face the camera, allowing for effects such as moving flat characters and using flat backgrounds.



As shown in the promotional video, one of the features of "Bakin" is its ability to easily achieve a combined 2D and 3D rendering and add screen effects to it. We hope you will use it as a reference for creating your own assets!

(We forgot to mention last time that the motion naming mechanism described in the Slice Animation section is the same specification for 3D characters.)

About the 3D asset specifications

Hello!

It has been very hot in Japan.
How is it in your area?

We have received many inquiries from you about the 3D asset specifications of RPG Developer Bakin (hereafter referred to as "Bakin").

The objects on maps, including houses and other buildings, furniture, outdoor plants and flowers, and even characters, are represented by three files: models, textures, and motion.

[h3]1. Model (required)[/h3]
  • File Format: FBX7.4.0 (FBX2014) format model data (*.fbx) created with Blender 2.83 or later
  • The version is FBX7.4.0 (FBX2014) only. Other versions are not supported at this time.
  • There is no limit to the number of polygons.
  • The polygonal mesh must be triangulated. The display will not be correct if they are not triangular polygons. Perform triangulating polygons in advance or specify the optimization option when adding models to Bakin. (If the optimization option is enabled, automatic triangular polygonization is performed.)
  • For the scale, the size of one grid on Bakin = 1/100 of Blender's standard grid size due to specifications, so please export models with a scale of "0.01".
  • Multiple material settings are possible for a single model.


[h3]2. Texture (required)[/h3]
  • File Format: BMP or PNG
  • The recommended pixel size for textures is a value called a power of 2, such as 64 x 64, 128 x 128, 256 x 256, or 512 x 512. 256 x 128, etc. can also be used. Specifying a texture with a size other than a power of 2 may cause problems with the display.
  • The file name of the texture should be the same as the one specified in the model's FBX. If the names are the same, the textures are automatically specified when the model is imported, but if they are different, you must specify the textures yourself.
  • The file names should be specified in half-width alphanumeric characters.
  • Alpha channel can be specified in BMP to create transparency. PNGs can also be rendered transparently by specifying transparent areas.
  • Bakin uses PBR (Physical Based Rendering) to achieve more realistic textures. When using PBR rendering, it is recommended that three textures be specified for each model, depending on the application.


Albedo Map Texture: Texture that specifies the color of the model
Normal Map Texture: Texture that specifies the surface roughness of the model
Mask Map Texture: Texture that specifies R (luminance), G (roughness), B (metal), and A (specular intensity) for each RGBA channel, respectively

Although an albedo map alone is sufficient for a texture, it can be specified by setting a normal map and a mask map to create a more realistic texture rendering.



Even without a mask map, the specifications controlled by the mask map can be adjusted to some extent by manipulating [Material Properties] in Bakin.

We'll have more on how to create textures in another post!

[h3]3. Motion Files (.fbx)[/h3]
If there are motions, prepare the motion data. There are two ways of handling motion data: one is to specify the motion data as it is in the model file, and the other is to use separate files for the model and the motions. (If separate, the supported version of the motion files FBX are the same specifications as the model files.)

[If a Model and Motions are in the Same File]
  • File Format: FBX format.
  • The working unit of motion is 60 fps.
  • The number of bones that can be used is the minimum of 341 and the maximum of 1365 for a single model, according to OpenGL specifications. (The number of bones is dependent on the performance of the driver.)
  • If each motion is a separate action in Blender, they will be imported as separate motions.
  • Specify the start and end frames and export the FBX file with the baking process specified.
  • The default setting for motion is no loop regeneration. If you wish to loop the animation, turn on the "Loop" specification for the motion in the motion properties.



[If a Model and Motions are Separate Files]
  • File Format: FBX format.
  • The working unit of motion is 60 fps.
  • The number of bones that can be used is the minimum of 341 and the maximum of 1365 for a single model, according to OpenGL specifications. (The number of bones is dependent on the performance of the driver.)
  • If there are multiple motions (actions) in one motion file, they are loaded as separate motions.
  • Delete the polygon mesh in the motion files.
  • If there is a skeleton, the structure and name should be the same as the skeleton in the model file.
  • The default setting for motion is no loop regeneration. If you want to loop the animation, turn on the "Loop" specification on Bakin.

That is all we can share with you at this time.

The specifications are still under development and may be subject to change, but please assume that the Early Access will start with most of these specifications. (It is possible that something will be added as additional features in the future.)

We’re very grateful and we have also received comments from creators that they would like to get to work on assets right away for the release of Bakin. We hope you find this article useful!

How to Make a Room Map

Hello everyone!

We've made a video of how a room is mapped out with RPG Developer Bakin and published it on our official Youtube channel! Terrains can be raised to create walls, and furniture can be placed at any scale or angle. Tweak the screen effects to change the mood of the room, specify the light source, and so on. The video is about 10 minutes long.

We also briefly introduce how to make [Terrain Stamps] that form the terrain.

Please take a look!

[previewyoutube][/previewyoutube]

How to create an event

Hello!
Since our announcement this month, we have received positive reactions from many of you, and our staff is very encouraged! Thank you!

Today we will share with you an overview of how to create an event at RPG Developer Bakin.
There are two main ways to create an event at RPG Developer Bakin.

1. Specify the necessary information in an event template.
2. Specify an event in detail by arranging event panels with various functions.

[h3]Using an Event Template[/h3]
The most used events, such as "move between maps" and "get an item from a treasure chest," are available.[Event Templates] are arranged in the form of stamps in the Event Tab of the Stamps Palette in the Map Editor.
 For example, if you select "Door – Link to Another Place" and place it where you want the entrance or exit to be, you will get a dialog box to select which map to move to. Once you have specified the event in the dialog, you are done setting up the event.

Create an event using the event template "Cave Entrance and Exit - Link to Other Locations".

This is a scene from the game play.

Select "Treasure Chest – Get Item" and place the treasure chest at the desired location, and a dialog box will appear with information such as the shape of the treasure chest (stamp) and which items can be obtained. Once you have filled in the necessary information, you are done with the installation of the treasure chest.A variety of event templates are available for your use.

Create an event using the event template "Treasure Chest - Get Item".


[h3]Advanced Event Settings[/h3]
Events that cannot be handled by the [Event Templates] will be created by combining [Event Panels]. The various panels are prepared such as "Display Image," "Play BGM," "Teleport Player," and "Select from Selection and Check Results," and they are placed according to the flow of the event being contemplated.
The combination of these two functions such as "comparing variables with variables" and "branching by conditions," makes it possible to reproduce complex situations and movements.Here we'll keep it simple and set up an event where the dog reacts when the player talks to it when it is holding an item.
First, place the [Advanced Event] stamp in the Events tab on the map.An [Event Sheet] will open.


 


Features

Description.



1:Sheet List

An event can have multiple event sheets with different activation conditions.



2:Conditions to Run This Sheet

Add a condition for each event sheet to be executed.]



3:Change Elements During Sheet Execution

You can select the graphic of the event to be displayed on the map and specify its behavior.



4:Command Script to be Activated During Sheet Execution

This is the place to arrange the [Event Panels] and specify the details of the event.



Then, specify a dog stamp as the image for the event.



Next, let's specify the conditions under which the event sheet will be triggered. The condition here is when the player has an item called "DogFood".



To create specific event details, place [Event Panels] along the event flow. Here we will place the panels [Change Event Orientation], [Change Event Graphic], and [Display Message].



Now, if the player talks to the dog when they are holding the “Food”, the dog will turn toward them, crouch down, and give them a squeaky message.Additionally, make the dog stroll aimlessly from side to side until it responds. RPG Developer Bakin allows you to create [Parallel Events sheet].
Place the [Make Event Walk] and [Wait for Specified Time] panels so that the dog moves left and right on the parallel event sheet. The contents of the parallel event sheet will continue to move until other event sheets meet the conditions and are activated.




This was all it took to create an event that would start when the player talked to a dog wandering from left to right.


You can also deepen your understanding of how to create advanced events by converting the aforementioned [Event Templates] into [Advanced Event].RPG Developer Bakin currently has more than 120 diverse [Event Panels].

We will continue to add new event panels and improve event sheet editing.
Stay tuned!









RPG Developer Bakin -- Map Making Overview

Hello!
In this article, we will give an overview of map making with RPG Developer Bakin.

[h3]Map Editor[/h3]
Bakin's main screen, which appears when you open a project, is the Map Editor. In the center is the map being edited, and to the left and right are menus and a group of functions called [Palettes]. At the upper side is the top menu for saving projects, etc., and at the bottom are buttons that change the behavior of the map editor operations and display.





These palettes are removable and can be positioned anywhere that is easy to operate.

Palette Name
Feature
Map List Palette
This palette manages the maps in the project. New maps are also created from this palette.
Placed List Palette
It manages objects, events, lights, etc. that exist on the map being edited.
Common Events Palette
It manages [Common Events] and [Battle Events] that are referenced throughout the game.
Tools Palette
It manages the various tools used for map editing.
Stamps Palette
It manages terrains, objects, and events to be placed on the map.
Map Settings Palette
It manages various things of the editing process, such as the size of the map, background music, screen effects, and enemy placement. Elements such as working camera behavior can also be configured in this palette.


[h3]Create a New Map[/h3]
All maps created in a project are stored in the [Map List Palette]. New maps can be created by pressing the Add button in the [Map List Palette] and specifying the map size, etc.
While it is possible to start with a flat terrain, Bakin can also generate an undulating terrain from scratch or from an image drawn with specific rules.



[h3]Tweaking a Terrain[/h3]

Once you have a new map, use the various tools in the [Tools Palette] to tweak the terrain. Various types of selection tools can be used to select areas to raise or lower the terrain.
It may be easier to create a rough terrain by using a right-click menu such as "Align the elevation to the lower or higher of the selected area" and then adjusting the terrain in detail.
You can of course add your own terrain stamps.
That explanation is for another time.



[h3]Placing Objects and Events[/h3]

The terrain is now roughly complete.
In Bakin, buildings, trees, furniture in a house, and other items to be placed on maps are grouped together in the form of "stamps" on the [Stamps Palette]. Simply select stamps from the [Objects] in the [Stamps Palette] and place them on the editor to complete the placement.
Of course, the angle and size of objects can be freely adjusted, and objects can be placed floating in the air.
You can also place desired objects such as grass or trees in a sequence, tracing them like a pen.
[Events] can be placed in the same way as [Objects]. We will discuss [Events] another time.
Everything placed so far is lined up in the [Placee List Palette]. The [Placed List Palette] is not only a list of placed items, but also manages their sizes and other information.



[h3]Create the Map More in Detail[/h3]
Bakin allows point lights and spot lights to be placed on maps. Select and place lights from the [Tools Palette] and tweak the range of influence of the lights, etc. If you want fine control, use the properties in the [Placed List Palette] to adjust the values.
Next, let's place particle effects. Particle effects such as water splashes, clouds, and fireflies can also be placed on maps in the form of [Stamps] in the [Stamps Palette].
Finally, screen effects are used to determine the overall mood of the map. Open the "Rendering Settings" tab in the Map Settings palette. Various numerical values are lined up, and although they can be adjusted in detail, the atmosphere can be drastically changed simply by selecting the preset data that has been prepared. Let's start by choosing from the presets.
The details of [Rendering Settings] will be introduced in another article.


The rendering settings are being changed.


Local light is being set up.

Bakin's map editor has many more features.
We invite you to make your dream of wonderful game stages come true with Bakin.