2D Assets †
- To Place 2D Assets on Maps
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).
Both images, slice animations, and sprites must all be "stamped" in order to be placed on maps.
For more information on stamps, see What are 'Stamps'?
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.
- Maximum Image (Picture) Size that can be Used
The size of images that can be used depends on the GPU of the PC used, but we recommend no larger than 8192px per side.
If you have a high-performance GPU, you can of course handle images larger than this.
However, please consider the size used, as the environment of the person playing the exported work will also require equivalent performance.
Note that the size of the "original image of the slice animation" is subject to the same limitation.
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.
- Please note that there is no image size limit per slice, but you are subject to the image size restrictions in the "Images" section above.
- 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.
See Motion Name Rules for motion types.
- Multiple motions can be specified for attacks and skill launches. For example, each weapon can have a different motion.
Please refer to the characters in the sample game "Orb Stories" in the Game Gallery.
Characters in "Orb Stories" are illustrated in four directions, with each directional walk represented by six pictures.
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.
See Sprite Tool for information on creating [sprites].