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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.




Questions about RPG Developer Bakin

Hello everyone!

We have received various questions about RPG Developer Bakin since its announcement. Although we have answered them individually, we would like to summarize our answers to the most frequently asked questions about Bakin.

[h3]1) Can we create plug-ins?[/h3]
It is possible to create plug-ins using C# scripts. However, at the time of the Early Access start, the reference and other systems are not yet prepared enough, so please consider it as a beta function. Important parts within the tool are also produced as plug-ins.

[h3]2) Can we use 3D as well as 2D characters?[/h3]
Yes, you can use both types.

[h3]3) Can we port to platforms other than PC?[/h3]
We are currently looking into making this happen in the future, as we did with Smile Game Builder, in the form of an Exporter for Unity.

[h3]4) Do you plan to localize your tool into other languages other than Japanese-English?[/h3]
Yes, we are planning to do so. We are still discussing when and in which languages.

[h3]5) When is the release date?[/h3]
This is something we cannot say at this time. But we do not intend to keep you waiting that long.

That's all for now!

Our development team is very encouraged by your feedback!
Thank you for your continued support of RPG Developer Bakin!

Welcome to the RPG Developer Bakin community!

Nice to meet you!
We are SmileBoom, a game company located in Sapporo, Japan.

Stay tuned for all sorts of information about Bakin!

The "Bakin" in RPG Developer Bakin is taken from the name of a writer named Kyokutei Bakin, who was active in Japan in the late 18th and early 19th centuries.

His masterpiece is "Nanso Satomi Hakkenden," the greatest full-length novel of adventure in the history of Japanese literature. The story is a tale of eight swordsmen (Hakkenshi), each of whom has a Chinese character of dog in their surname, who gather and fight together guided by the cause of the eight jade compounds they possess: Jin, Gi, Rei, Chi, Chu, Shin, Kou, and Tei.. It is a masterpiece that combines a wealth of exciting ideas with skillful composition, and is famous for being the inspiration for numerous Japanese manga and anime.

We named it RPG Developer Bakin with the hope that it will be a tool that will enable everyone to create wonderful stories like Bakin's in the form of games.

We would like to improve this tool with your feedback in the future.