About 2D assets

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.

— Images —

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.

— Slice Animation —

— Slice Animation –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.
— Sprites —

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.)