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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.

[Camera Tool] & Various New Features[Camera Tool] & Various New Features

In this article, we would like to introduce the [Camera Tool], the "Apply Point Light to Subgraphic" and "Turn Subgraphic On/Off" features that have been requested, as well as the newly added "Random Placement Pen" feature!

[h3]"Camera Tool" for freely moving in the 3D space and projecting each scene of the game.[/h3]

The "Camera Tool" can be used to create camera work to enhance the scene while moving across the field, during battles, and various other event scenes. You can use the mouse to move the camera on the preview, and then use properties to define the angle of view and gazing point to determine how the scene will appear in the game. By adding frames to the timeline, adjusting the connecting movement between frames, and controlling the degree of post-effects applied, emotional camera work can be created for a scene.

The gazing point can be selected from the player, world coordinates, events, etc. For post-effects, the depth of field, chromatic aberration, and other factors can be adjusted.



The camera work created with this [Camera Tool] can be specified as the basic camera for maps or used in the game by calling it from an event.

Please try using the [Camera Tool], which is indispensable for creating scenes that enhance the game!

[h3]"Apply Point Light to Subgraphic", "Turn Subgraphic On/Off" and "Random Placement Pen"[/h3]

Since the release of this information, we have received various requests from many of you. (Thanks again for your comments!) The development team has been working to respond to your requests and has now implemented two requested features: "applying for a point light on a subgraphic" and "turning a subgraphic on and off by an event".
These allow, for example, "fire pedestals in a cave are lit to illuminate the surroundings" or "a sword worn by a character with a subgraphic can be attached or detached using an event".



The camera work created with this [Camera Tool] can be specified as the basic camera for maps or used in the game by calling it from an event.

Please try using the [Camera Tool], which is indispensable for creating scenes that enhance the game!

"Apply Point Light to Subgraphic", "Turn Subgraphic On/Off" and "Random Placement Pen"
Since the release of this information, we have received various requests from many of you. (Thanks again for your comments!) The development team has been working to respond to your requests and has now implemented two requested features: "applying for a point light on a subgraphic" and "turning a subgraphic on and off by an event".
These allow, for example, "fire pedestals in a cave are lit to illuminate the surroundings" or "a sword worn by a character with a subgraphic can be attached or detached using an event".




While the development team is preparing on the Early Access start, we are also implementing features that you have requested and that the team thought would have an interesting effect on the game creation!

We will try to improve one by one, so please continue to give us your feedback!

We will exhibit at TOKYO GAME SHOW 2022!

Hello, everyone!

We will be exhibiting "RPG Developer Bakin" at Tokyo Game Show 2022, which will be held at Makuhari Messe in Japan from September 15th to 18th (JST)! This is the first time this tool will be unveiled in a public setting.

Booth: Makuhari Messe Hall 1 1-S60 SmileBoom

If you are planning to attend Tokyo Game Show 2022, be sure to stop by our booth where you can try out "RPG Developer Bakin" for the first time, which continues to evolve day by day!

Our development team is thrilled to welcome you all!

Summary of questions received so far

Hello!

With your support, we finally have an Early Access date!
We appreciate your continued support!
Now, I have compiled answers to some of the questions we have received so far today.


[h3]Are you thinking of implementing a system that allows messages to be sent out in a speech bubble? [/h3]
We are looking into implementing this.

[h3]Can I use my own 3D models and characters? [/h3]
Of course you can import and use your own data for 3D/2D graphics and sound.
However, there are rules for creating materials and formats that can be used, so please follow those rules when creating your materials.
Please refer to the recent article and the manual for the rules.

[h3]About 3D/2D character creation tools[/h3].
At least as of EA, there are no character creation tools of any kind.

[h3]Can the battle system be customized? [/h3]
You can customize it using Common Events and Battle Events.

[h3]Can I legally use the SMILE GAME BUILDER DLC? [/h3]
Users who have already purchased the DLC for SMILE GAME BUILDER can use it without any problems. However, you will need to export it from SMILE GAME BUILDER itself and import it into RPG Developer Bakin.

[h3]Can I use game files from SMILE GAME BUILDER? [/h3]
It is possible to use SMILE GAME BUILDER game files in RPG Developer Bakin.
However, they are not fully compatible and may not work exactly the same way.

[h3]Can I use data from Effekseer? [/h3]
Yes, you can. You can use data created with the latest version 1.62e.

[h3]Is the Steam Workshop supported? [/h3]
Yes, we support it. You can share game data you are working on or publish your completed game.

[h3] Is there a system for organizing resources, etc.? [/h3]
We have implemented a system for tagging resources and narrowing down the list by tag.

The feedback we are receiving on the threads is being used as a reference for development.
We cannot respond to all of them at the start of EA, but we are listening to your feedback and considering our plans for the future.

Thank you for your continued support!