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RPG Developer Bakin News

[Updated] ver. 1.0.1.0

Updated to ver. 1.0.1.0.

- In the "Edit" menu at the top of the Map Editor, a new function " View File Path" has been added to turn on/off the path that appears in the upper right of the Map Editor.

- Fixed a problem that occurs when RPG Developer Bakin itself is placed under a folder with a Japanese name.
- Fixed a bug that prevented the "Asset Showcase" banner from displaying correctly.
- Other minor corrections

--- Reporting of Known Bugs and Other Current Conditions ---
- We have received reports of bugs related to sound.
We are in the process of fixing this issue but have reported cases where the problem can be temporarily avoided by setting your PC's sound output to stereo.

- We have received reports that maps are loading and do not proceed. We are currently investigating the cause.
If you are experiencing this problem, please make sure that your graphics board driver is up-to-date.

- A problem with the screen turning light blue and stopping when playing the sample game is currently in the process of being fixed.

- A bug that caused the editor to freeze or crash due to incomplete default data for new creation is currently in the process of being fixed.

- If you are experiencing low frame rates in test play, try playing the test in a separate process by center wheel clicking on the test play button.
This is because the right/left click quick test play starts in the same process as the tool, which increases the load on the PC.
The operating environment is the same as when exporting as a stand-alone project from the "File" -> " Utilities/Export" menu in the upper part of the Map Editor.
For projects in the game gallery, saving the project under an alias will allow you to use test play from the center wheel.

- Support for Effekseer 1.7 is underway. Currently, Effekseer 1.6e is supported.

We will continue to work on improving RPG Developer Bakin.

Early Access has started!

[h3]RPG Developer Bakin is now in Early Access![/h3]

Thank you for the many people who have already used it!
Also, we apologize for the problems that have been occurring. We are working on fixing them.

This is the start of the production process, and our team is ready to tackle the challenge.

[h3]We appreciate your continued support![/h3]

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!