RPG Developer Bakin Update History†
Ver.1.12.1.2†
Bug Fixes†
Internal Format Conversion†
- Fixed a bug that caused internal format files to be created when opening textures in Resources, even if the internal format conversion function was not used.
- Fixed a bug in which model changes were not reflected in the preview of resource editing when model data was reimported in the “Resources” menu when using the internal format conversion function.
Events†
- Fixed a bug that sometimes caused an exception when trying to display a sprite on the screen using the “Display Image” panel after Ver. 1.12.1.
Map Editor†
- Fixed a bug that caused the names of entries in the Placed List and Common Events palette to sometimes be white text when narrowing entries with the search function was performed and then canceled.
Others†
- Fixed a bug that caused Japanese text to be displayed for some elements in the tool in English mode since Ver. 1.12.1.
Ver.1.12.1.1†
Bug Fixes†
Events†
- Fixed a bug that blendshapes were not reflected in events after Ver. 1.12.1.0.
Plug-ins†
- Fixed a bug in which some overloads of Yukar.Engine.Graphics.DrawImage were removed in C# scripts since Ver. 1.12.1.0.
Ver. 1.12.1†
New and Improved Features†
Conversion Feature to Internal Format of Resources†
- The “Use Internal Format (beta)” feature has been implemented in Game Definition > Project Settings.
The default setting for this feature is “off”.
(!) This feature is in beta. It is recommended to save the project as an alias before turning it on.
When turned on, the model and textures are converted to a Bakin-optimized format (internal format) and saved in the project as a separate file from the original.
The converted files will be placed in the library folder directly under the project folder.
- This feature has the following advantages and disadvantages:
[Advantages]
- Speeds up the loading process during games.
- The memory used by the game is reduced.
- When exporting as a published work, game size is reduced by exporting only files that have been converted to the internal format.
[Disadvantages]
- Depending on your environment and the number of resources to be converted, the conversion may take a considerable amount of time.
- The size of the project folder will increase as it will now contain files converted to internal format.
- In addition, when this feature is turned on, the following actions are performed:
- Adding resources to the project with this feature turned on will automatically convert them to the internal format.
- When this feature is turned on, a backup of the project is automatically created.
- In addition, the properties of the resources to be converted can be changed at once when this feature is turned on.
If you wish to restore the properties that were changed in this dialog to their original settings, please use a backup file of your project or set them manually.
- [Turn Off “Vertex Compression” on the Model for Collision]
[Advantages]
When “Vertex Compression” is turned on and an internal format model is used for the mesh collider, the accuracy of the vertex coordinates will be reduced and there may be subtle differences in the collision detection.
By turning this one off, you can avoid its effects.
[Disadvantages]
If the same model is also used for display, the reduction in memory consumption due to vertex compression is not achieved.
- [Turn On “Texture Compression” for All Textures]
[Advantages]
Compressing textures can reduce memory consumption.
However, the following types of textures, which have a significant impact on image quality degradation, are excluded.
Textures for which the interpolation method is Nearest (e.g., for slice animation)
Textures for LUT
[Disadvantages]
The image quality will be slightly degraded.
- [Optimize Texture Usage Settings]
Normal maps have dedicated texture compression, so if there are any textures assigned to normal maps whose usage is not properly set to “Normal,” change the setting.
- [Backup the Entire Game File]
Create a backup folder for the entire game file (project folder) with the folder name [ProjectFolderName_bak1].
- Once this feature is turned on, turning it off will remove the Library folder from the project folder and use the resources before internal format conversion.
Note, however, that “Resources” menu properties changed in the internal format conversion dialog will not be automatically restored.
Game Definition†
- In the system graphic, icons indicating the equipment types can now be specified.
Events†
- The text command \c has been added to panels that can display text, such as the “Display Conversation” panel, with the ability to restore the text color.
Database†
- Sorting can now be done by clicking on the “Enable”, “Ability Type”, and “Ability” columns in the ability editing UI.
Map Editor†
- Improved the behavior of the Map List palette.
- After pasting a map, the editor will open the pasted map.
- A blue circle is now displayed on the thumbnail of the map that is currently being edited.
Test Play†
- The performance meter opened from the option menu has been improved to a simpler form.
Others†
- Improved the combo box to open immediately when clicking on an unselected cell in a data grid view (e.g., in the database or other tabular format).
- A “Save Information for Inquiry” feature has been added to the crash reporter when an exception occurs.
By sending us the information you have saved using this feature via the inquiry form on our official website, we will be able to better respond to your problem.
Bug Fixes†
Layout Tool†
- Fixed a bug in which sound effects set for sprite motions assigned to the visual effects of hidden parts would be played.
- Fixed a bug that prevented the use of currentitem-related formats in the layout of the “Stores - Sell” screen.
- Fixed a bug where an exception would occur when opening a picker to select a common event or layout in a state where submenu containers with "Common Event to be Executed" and "Layout to be Opened" properties set and submenu containers with nothing set were mixed placed and selected.
- Fixed a bug in which if the decision button was pressed during the visual effect of a layout part, the visual effect was still treated as not completed.
- Fixed a bug that allowed users to edit the motion of a sprite set of system resources when selecting motion for an effect.
Sprite Tool†
- Fixed a bug in which a motion was not immediately added to the list when pasting a motion with the motion selected on the sprite tree.
Events†
- Fixed a bug where moving to another map while a message or conversation was displayed did not perform event processing after the move.
- Fixed a bug in the String Input panel where an exception occurred when specifying the number of characters that can be entered with the keyboard as a variable in cases where a number less than or equal to zero was set.
Map Editor†
- Fixed a bug that could cause an exception when multiple common events were selected and deleted.
Database†
- The display color of the damage value was fixed to the recovery color when the value of damage/recovery was “0” but has been corrected to display the value in the color for damage when the value caused by damage is “0”.
- Fixed a bug in which the damage/recovery color set for the consumption status was not used when a normal attack was made during battle.
- The wording of the "Success Rate" property under "Skills" and the tooltip description have been revised to be more consistent with the ability.
Resources†
- Fixed a bug that caused the motion blend time to be 0.1 second only in the Resource Window preview, and standardized the blend time to 0.2 seconds.
- Collisions that were inadvertently added to 3D stamps for skyboxes have been removed.
- Fixed 4 textures for the pre-installed terrain stamp EP1_wall_01.
Battles†
- Fixed a bug that caused a waiting time of 30 frames even if the “message upon state recovery” was empty when the state was recovered.
- Fixed a bug in a battle event where the "Force Granting Below a Certain Value" ability was not checked immediately when using the "Change Cast Status" panel and the "Recover/Reduce Battle Cast's HP/MP" panel.
Test Play†
- Fixed a bug that could cause the tool to crash due to insufficient buffer when debugging display of collisions when a mesh with many vertices is used as a collision.
Others†
- Fixed a bug in which an exception would occur, and the editor could not be started depending on the status of settings.dat, which records the editor's window placement, etc.
- Fixed a bug that caused the font.ttf of the first project to remain reflected when returning to the top menu and opening another project after opening a project containing font.ttf.
- A minimum size has been set for the dialog palette.
- Fixed a bug that could cause display corruption when resizing the top menu with a project selected.
- Fixed a bug in the battle status screen of “Orb Stories” where the “special format” of the MP display for party member #4 was incorrectly specified.
Ver. 1.12.0.5†
Bug Fixes†
Map Editor†
- In the entry tree of the Common Events palette and the Placed List palette, narrowing is now canceled if an event, object, or other entry is added or deleted while narrowing is in progress.
- When opening another window, such as the Database, from the Map Editor, the narrowing of the Placement List palette, Common Events palette, and Stamp palette entry trees is now removed.
- In the tree of the Common Events palette and the Placed List palette, it is no longer possible to drag and drop the position in the tree while narrowing the list.
Configuration†
- It is no longer possible to disable all three types of backup trigger settings when automatic backup is enabled.
- A warning is now displayed when automatic backup is “turned off”.
Others†
- If a problem occurs with this tool and a crash report is displayed, a backup file is automatically generated.
Layout Tool†
- Fixed a bug that caused an exception when pressing the play button in the preview of the ticker screen layout since Ver1.12.
Ver. 1.12.0.4†
Bug Fixes†
Map Editor†
- Fixed a bug in which an exception would occur if the area selection dialog was opened with multiple enemy distribution areas set in the Map Settings Palette > Enemy Distribution tab since Ver. 1.12.0.
Also fixed a bug that caused an exception when setting multiple enemy distribution ranges.
Layout Tool†
- Fixed a bug that prevented \itemdictionaryname[x] from working after Ver. 1.12.0.
Ver. 1.12.0.3†
New and Improved Features†
Events†
The limit of up to 2,048 entries has been removed from the variable/event switch list.
Bug Fixes†
Layout Tool†
- Fixed a bug in which the Special Coordinate Specification Tag \Variable[XX][YY] coordinates were sometimes not reflected.
- Fixed a bug that caused an exception when placing a rendering container with a Special Coordinate Specification Tag, such as “Center”, on selection and inn layouts.
Events†
- Fixed a bug that caused the "Recover/Reduce HP or MP" panel and the "Make/Cure State Change" panel to have an exclusive relationship with the conversation and message display.
- Fixed a bug in the "Change Cast Graphic" panel, which is used for the first time after the game starts, where the "unchecked elements" of the cast, for which graphic changes were specified, could not be changed if the setting elements with checkboxes were unchecked.
Map Editor†
- Fixed a bug that caused an exception when executing “Copy Battle-Related Scripts to Game File (Default Battle)” in the Map Editor upper menu after Ver. 1.12.
Others†
- Fixed a bug in which when a game with a different aspect ratio between the monitor and the game screen was executed in full screen (with black area on the screen), the value of the cursor coordinate position was obtained with the black area added to the value of the cursor.
This is in response to a problem that occurs when running a 16:9 game in full screen on a monitor wider than 16:9, or when the Run-Time Resolution is set to “Portrait Ratio” in the Game Definition > Project Settings.
Ver. 1.12.0.2†
Bug Fixes†
Gameplay Issues†
- Fixed that the decision button does not respond when the rendering container of the conversation screen is hidden by the Visibility Switch.
- Fixed a bug that prevented the battle from progressing if a physical attack occurred in a series of actions while a State Change message was being displayed.
- Fixed a bug that caused damage in map battles to hit in multiple stages while processing was slow.
Database†
- Fixed a bug in the State Ability “Disable Command” that caused all actions to be disabled if a “state” using the system management tag was applied to an enemy.
- Icons displayed in the Database Tool have been corrected.
Map Editor†
- Fixed a bug that caused the tool in the Map Editor to change to pen mode when the Event Editor was closed with OK.
Events†
- Some English translations of the Control Character Insert Dialog (Input Support) for text have been corrected.
Others†
- Added a sentence to the Published Work Export readme.txt recommending driver updates.
Ver. 1.12.0.1†
Bug Fixes†
Events†
- Fixed a bug that sometimes caused an exception when executing the “Display Image” panel after Ver. 1.12.
- Fixed a bug that caused an exception during playback using the “Play Movie” panel for some movie files since Ver. 1.12.
- Fixed a bug that caused events using the “Item Enhancement” layout to behave differently than in the past since Ver. 1.12.
Layout Tool†
- Fixed a bug that a sound effect assigned to the display animation of a layout container sounded twice after Ver. 1.12.
Ver. 1.12.0†
New and Improved Features†
Backlogs†
- Layout Tool
- A new “Backlog” screen has been added to the Layout Tool.
- Added “Show Backlogs” to the submenu container actions.
The in-game backlog can be displayed by placing a submenu container in the menu with a “Show Backlogs” action and specifying that the layout of the backlog screen should be opened.
- Events
- Added “Add Strings to Backlogs” panel to the “Conversations” category.
Texts set in this panel are not displayed during the game and are only recorded in the backlogs.
For example, it is intended to be used to include a separator such as “End of Chapter 1” or to insert selection results or text input results into the backlog using a string variable.
- The following control characters have been added to the “Display Conversation” and “Display Message” panels.
- Record/End in Backlog Only: \-
- Show/End Only in Main Text: \+
- Game Definition
- New “Max Number of Backlogs Retained” in Rules & Operations > Game System Definition.
Change Game Speed / Skip Events†
- Events
- A “Change Game Speed” panel has been added to the “Controls” category.
This panel allows you to change the time elapsing speed of the game engine while on maps.
The game speed is restored when user input is required to choose a selection, when a battle occurs, or when an event switch is used to turn off event skipping.
(!) Excessively high game speeds may cause frame skipping and other rendering problems.
The speed limit will vary depending on factors such as the specs of your PC and the map layout. If you want to speed up the process without hiding the screen, such as a fade-out effect, please play and check before making the appropriate settings.
- Display priority can now be specified in the “Display Image” panel.
As with the “Play Movie” panel, we have added a low, medium, and high setting.
Previously, images could not be displayed in front of the fade in/out process, but with the addition of this feature, they can now be displayed at the very front of the screen.
- Common Event Templates
- Added “Skip Events” as a template for common events.
Pressing the menu button will cause the game screen to fade out, followed by a fast game progression.
This event template uses the “Change Game Speed” panel and the “Display Image” panel.
If you wish to change the key for activation or the effect of skipping, etc., please convert this template to a custom event and modify it accordingly.
(!) In this event, the screen will remain dark unless the “End Event Skipping” switch is turned on in the event, unless there is an area in the event that requires user input, such as “choosing a selection”.
(!)At this time, this event automatically disables event skipping only when choosing a selection or entering a string.
If you want to explicitly disable event skipping in event battles or at other points, turn on the End Event Skipping switch.
(!)If you wish to continue displaying conversations and other content within the same event after event skipping is disabled, be sure to insert 0 Wait (“0” for the time specified using the “Wait Specified Time” panel) after the End Event Skipping switch.
This is a necessary action to wait for the Common Event side to process a skip stop.
Message Skipping†
- Game Definition
- New “Use Message Skip” in Rules and Operations > Operation.
When this flag is turned on, messages and conversations in the middle of display can be displayed at once up to the state of waiting for input by pressing the Decide/Cancel key.
- Events
- The control character “\s” has been added to the “Display Conversation” and “Display Message” panels to disable message skipping.
Movie Playback During Battles†
- Events
- Movies can now be played in battle events using the “Play Movie” panel.
Events†
- In the “Increase/Decrease Item” panel, the Nth item in the inventory bag can be specified.
- A function to specify the attack attribute and “a setting for not disappearing even if HP reaches zero” have been added to the “Recover/Reduce Battle Cast's HP/MP” panel.
- The “Control Character Input Assistance Dialog,” which opens from the “Input Support” button on panels where message text is entered, such as the “Display Conversation” panel, has been improved so that control characters are now categorized using tabs.
Layout Tool†
- The “Variable to Assign a Selection Result” and “Variables to Assign a Selection” functions have been extended to be available for all layouts in the Layout Properties.
- "Start the Index from 1" has been added to the Layout Properties of the “Menu”, “Free Layout for Event”, and “Enhancement Item Selection” screens.
Previously, the index of the selection was set to 0 origin in the Free Layout for Event and menus, and to 1 origin in the layout of the Enhancement Item Selection screen, but now it can be selected arbitrarily.
Database†
- Added an entry field for Management Tags in “Battle Action AI” under Casts > Battles.
This allows us to use the “State” ability “Disable Command” to disable the enemy's actions.
(!) Even if you do not enter any tags in the Management Tags field, the system automatically assigns tags to the actions that can be specified using the “Action Type”.
- Changed the category of item/skill/state abilities and ability names, etc.
Game Definition†
- A new option “Count Y Movements as Steps” has been added to the Rules and Operations> Battle Related section.
This allows choosing whether to consider the height movement in counting the number of steps used to determine encounters with enemies.
Resources†
- The “3D Stamps” have been improved so that subgraphics are displayed in a list format.
This also allows the properties of selected entries to be edited together.
We will support the reordering of subgraphics by dragging in the future.
- For “3D Stamps,” the initial display state setting for subgraphics can now be configured.
Map Editor†
- Improved the maximum map number limit, allowing map numbers to be freely assigned if they do not conflict with other maps.
Plug-ins†
- Added BattleStart method to MapScene class to generate battles from C#.
You can specify the monsters that appear by passing the GUID of Yukar.Common.Rom.Cast as a list.
Tool UI†
- The overall color brightness of the Bakin tool has been adjusted toward less brightness.
The coloring of the tool will be adjusted on an ongoing basis.
Reminder Regarding the Update†
- Note on APIs available in C# scripts
- Removed invalid Rectangle argument that previously existed for compatibility purposes for “DrawImage, DrawString” in “Yukar.Engine.Graphics”.
(!)If you have been using these, please replace the “new Rectangle(~)” with false.
Bug Fixes†
Battles†
- Fixed a bug that prevented eventized decals from being displayed on a battle map.
- Fixed a bug that prevented action types from being obtained for the “after the end of action” battle event.
- Fixed a bug that sometimes caused damage processing to be skipped during map battles when a processing delay occurred.
- Fixed a bug that caused a pause in the timing of the first list of commands during battle.
- Fixed the problem so that if an action selected by both allies/enemies is disabled before it is performed, the action will be canceled.
Events†
- Fixed a bug in which if the “End of Battle” event was canceled by “Monster Appearing”, the “End of Battle” event would not occur even if the enemy was next eliminated.
- Fixed a bug that prevented the “Change Layout to be Used” panel from applying immediately during battles.
- Fixed a bug that caused the “changed type of layout” to be rendered in the foremost order when using the “Change Layout to be Used” panel.
- Fixed a bug that caused incorrect centering when there was a “line with only icons placed” in the ticker.
- Fixed a bug that caused the “Check Collision State” panel to only respond to the topmost collision of an object when running in “Including Non-Collision Targets” mode and checking an object that has multiple collisions.
- The upper limit of the “Change Battle Speed” panel setting has been changed to “2000%”.
- Fixed a bug that prevented the graphics of event symbols on the Map Editor from updating when there is a P-sheet (parallel sheet) at the top of the event sheet.
Database†
- Fixed a bug that caused the “Change in Resistance” effect by “State” to persist even after the “State” was removed.
Layout Tool†
- Fixed a bug that caused all name fields to be displayed when using “Visibility Switch” to display the layout of the conversation and message screens.
- Fixed a bug that prevented \savename from being displayed in the Special Formats Insert dialog.
Sprite Tool†
- Fixed a bug in which images no longer used in the sprite being edited were sometimes not deleted from the internal data.
- Fixed a bug that allowed motions to be added to the System Sprite set (sprite set with red text).
- Unnecessary “sweet_smile_1” was removed from chr001 in the System Sprite.
(!)It will remain in the existing projects in a deletable state. Please delete it if you do not need it.
Resources†
- When rendering a movie in an enlarged format, the linear interpolation method is now used instead of the nearest neighbor method.
- Fixed a bug in which if a subgraphic had a swaying object, it would remain stationary in place when the swaying stopped.
- Fixed a bug where the setting of the scale to the subgraphic particles by the bone was only affecting the preview.
- Fixed a bug where a 3D stamp that used a different material than the assigned model would be assigned the original model's material when pasted into another project.
- Fixed a bug that prevented collisions from being updated when adding (overwriting) stamps already in a project from the DLC, unless the project was reopened.
- Fixed a bug in which, when changing some parameters of a stamp subgraphic placed on a map in the Resources menu, the values were not restored correctly after canceling the Resources menu.
- Fixed a bug where decals added to Resources were not being removed after canceling the Resources menu.
- Fixed a bug that could cause an exception when executing the context menu “Rename File by Resource Name” in the tree of each entry.
- Fixed a bug in which when selecting blendshapes with the Asset Picker, the clip selection location was “colored to indicate that it cannot be selected”.
Gameplay Issues†
- Fixed a bug that caused animations of sprites displayed in conversations to play at double speed after Ver. 1.11.
- Fixed a bug that caused the “HP” value to decrease when the “Maximum HP” value was changed by the “State” ability, etc., when it was restored to its original value.
- Fixed the player cast motion to return to wait motion when opening a menu while moving.
- Fixed a slight color fading issue during WebM (movie) playback.
- Fixed a bug where the screen would not stay still when encountering enemies.
- Fixed a bug in which repeatedly hitting the close button in the test play window would close the test play ignoring the wait for preload completion, and the tool would become unstable after closing.
Plug-ins†
- Fixed a bug that prevented updating with overwrite copy if there is a read-only file in the battlescript folder.
Others†
- Fixed a bug that could cause maps with the environment map set to “None” in the Rendering Settings to be rendered with an unintended hue for games exported to the public.
- Fixed a bug in the function to zip a project by right-clicking on the project name in the upper right corner of the Map Editor, where the folder information in the project was lost when “Delete Import Path” was selected.
Ver. 1.11.0.5†
Bug Fixes†
Issues During Test Play†
- Fixed a bug that caused an exception at the start of test play if a deleted cast was included in the saved data since Ver. 1.11.
- Fixed a bug in the test play window in which repeatedly hitting the close button could close the window without waiting for the data pre-loading to complete, resulting in unstable operation of the tool afterwards.
Ver. 1.11.0.4†
Bug Fixes†
Layout Tool†
- Fixed a bug that caused the “Line Spacing Offset” in layout to be ignored from the second page onward when a message runs over multiple lines.
Resources†
- Fixed a bug that caused thumbnails to not display correctly when adding DLC assets containing particles.
Others†
- Fixed a bug that caused some files to not be exported properly in rare cases when exporting to the published file.
Ver. 1.11.0.3†
Bug Fixes†
Events†
- Fixed a bug in which the “Brighten/Darken Screen” panel would not remove the operation prohibition when executed immediately after game over.
- Fixed a bug that prevented lip-synch of sprites in conversation from working after Ver. 1.11.
Event Templates†
- Fixed a bug that caused incorrect assignment of local variables when some event templates were made into custom events and then copied and pasted.
Variables Used†
- Fixed a bug that caused the start conditions of “When Generates” and “When Disappears” in the parallel sheet to change when the Event Edit dialog was opened with a double-click.
Database†
- Fixed a bug that caused some splitters in the “Casts” and “Classes” edit screens to be pinned.
Gameplay Issues†
- Fixed a bug that could cause an exception at startup if there was saved data containing deleted statuses.
Map Editor†
- Fixed a bug that caused an exception when displaying a portion of the map as a selection in the editor if the map size was exceeded.
Others†
- Some skills used by monsters in Orb Stories have been adjusted.
Ver. 1.11.0.2†
Bug Fixes†
Events†
- Fixed a bug that caused an exception during a conversation event when a motion with a given name could not be found in the sprite set assigned as the animation for the entering and exiting of the cast's portrait during the conversation event.
(!)This problem occurred when the “Motion Name” in the sprite set assigned to Game Definition > System Resources > Conversation Cast Display Effect was changed.
Since the “Motion Name” determines which animation is displayed, it is recommended not to change the motion name from the default sprite set “DialogueAnimation” to another name.
- Fixed a bug that sometimes caused unintended lighting effects to be applied to conversation cast displays using 3D models since Ver. 1.11.
- Fixed a bug that prevented the “Change Cast's Equipment” panel from working even if “None (unequipped)” was specified in the “Item to be Equipped” field after Ver. 1.11.
Camera Tool†
- Fixed a bug that prevented the splitter in the Camera Tool tree from being moved.
Test Play†
- Fixed a bug in the debugging display of collisions during test play that caused an exception if the number of wireframes exceeded a certain number.
Resources†
- Fixed a bug that caused an exception when adding a blend shape with a folder selected in the Asset Picker.
Others†
- Fixed a bug in which the dialog size did not match the length of the text in various parts of the tool, causing the text to be cut off.
Ver. 1.11.0.1†
Bug Fixes†
Events†
- Fixed a bug that prevented specifying speech bubbles targeting other events in the “Display Conversation” panel / “Display Message” panel after Ver. 1.11.
Ver. 1.11†
New and Improved Features†
Auto Save†
- An auto save function has been implemented.
Also, it is now possible to save and load from an event to an assigned save data slot.
- By turning on Game Definition > Rules and Operations > Auto Save, the game will automatically save to a special auto save slot when moving between maps.
- The top slot on the save data selection screen will be changed to an auto save slot, which can be loaded but not saved at will. The auto save slot is automatically overwritten when moving between maps.
- In the Layout Tool > Save File Selection screen, the save data display name of the panel at the top of the Layout Parts tree will automatically change to "Auto Save" if the panel is assigned the special format \savename.
- If you wish to display an indication such as "Saving" when executing an auto save, use the Free Layout for Event to do so.
- The event panels "Forced Save" and "Forced Load" have been added to the command selector "Controls" category of the Event Editor.
- The "Forced Save" panel is a function that forcibly overwrites the save data of an assigned slot.
- The "Forced Load" panel forces the loading of saved data in the assigned slot. If there is no saved data in the assigned slot, it will be ignored.
- You can also assign a slot for auto save as a save/load slot.
- Even if auto save is turned off in "Game Definition", save and load can be performed on the auto save slot target. This allows the "auto save slot" to be used as a "special save slot that does not appear in the save data list".
-- An event panel “Enable/Disable Auto Save” has been added to the command selector “Switches” category in the Event Editor.
We expect you to use it to create "games that only have auto save" in the following ways.
1. Delete the "Save" option from the menu.
2. At the beginning of the game, "Forced Load" is always performed for the auto save slot. By doing these two things, the game can be restarted from auto save if data is available, or a new game can be played if not.
Conversation Cast Enter and Exit Animation†
The "Conversation" event can now be customized by using the Sprite Tool for the cast members entering and exiting the event.
- Added "Conversation Cast Display Effect" to "Screen Transition Effects" in Game Definition > System Resources.
Assign the sprite set you wish to use for the Enter and Exit animation to this field.
The sprite set for Enter and Exit is created with the Sprite Tool.
Referring to the default sprite set "DialogueAnimation," create a motion that assigns the left and right cast movements.
Example: Motion "LeftCharacterIn_Active" is the motion when the left cast member (Cast 1) enters the screen in a speaking state at the beginning of a conversation.
- In the previous version, when a billboard was assigned as a conversation cast graphic, it did not animate when entering and exiting the scene; however, this has been corrected so that it now enters and exits the scene with animation, just like regular portraits.
Display the Portrait in Front of the Conversation Window†
The relationship between the rendering orders of windows and portraits, which was previously fixed in the conversation screen, can now be changed.
- A new "Reflect the Rendering Order of the Cast Displayed" has been added to the Layout Tool > Conversation Screen Layout Properties.
When this option is turned on, the rendering order will change according to the order of the layout parts list, just as in the layout of other screens. (Parts at the bottom of the list are rendered in the foreground.)
Change the position on the layout parts list of the "panel that assigns the special format \dialoguecharacterleft or \dialoguecharacterright″ accordingly.
User-defined Icons†
Allows registered icons to be displayed in conversations and message text.
- "User-defined Icons" can now be registered in Game Definition > System Resources.
- Added \i[X,Y] for displaying User-defined Icons to Input Support in the "Display Conversation" and "Display Message" event panels.
When you register an image with "Count Slice" in Resources > Images > Slice in System Resources, you can assign which frames in the image will be displayed as icons.
Icons are automatically resized to the size of the immediately preceding font size.
Database†
- In the "State Abilities" section of the State Definition > State Change Effects tab, the "State Change (When Granted)", "State Recovery (When Granted)", "State Change (When Removed)", "Raise in Resistance (Attribute)" and "Raise in Resistance (State)" categories have been added.
We also added the "Disable Command" ability to the "Abnormal Action" category.
- State Change (When Granted)
Assigns an additional state to the opponent.
- If "Not Granted" is assigned, the specified "state" is granted to the target cast when it is not in that state.
For example, if the effect of the "Poison" state is assigned as [State Change (When Granted) - Not Granted - "Sleep"], when a cast member who is not in the "Poison" state is put into the "Poison" state by an event, "Sleep" will be granted along with the "Poison" state.
- If "Granted" is assigned, then the specified "state" will be added to the cast when the target cast is in the "state".
For example, if the "poison" ability is assigned as [State Change (When Granted) - Granted - "Deadly Poison"], then when a cast in the "poison" state is poisoned by an event, "Deadly Poison" will also be added to the cast.
(!) If the cast is not "poisoned" in the above example, this ability is disabled.
(!) This ability will not work unless the Multiplexing setting under "State" is specified as something other than "Disable Multiplexing".
(!) It is recommended to specify the ability to remove the "poison" state along with this ability.
- State Change (When Removed)
When this "state" is removed, the assigned "state" is granted to the opponent.
However, if the "state" is disabled by the "State Disabling" ability, this ability will not work.
- If "Always" is specified, the specified "state" is assigned when this "state" is removed except for "State Disabling".
- If "At Removal Condition" is assigned, the specified "state" is assigned when this "state" is removed by "Removal Condition".
- If "At State Recovery" is assigned, the "state" is assigned when the "state" is recovered by a skill or state, which means when the "state" is removed except by a "Removal Condition".
- Abnormal Action Category > Disable Command
Assigning a "tag" to a battle command disables the ability to select that command from the battle command menu.
Assign a default tag such as "Attack" or "Skill" or a tag specified in the "Battle Command Menu" under Database > Casts > Battles.
(!)This ability “disables command selection”. Therefore, a monster's “action by battle action AI” cannot be disabled. Note that it is not possible currently to seal a monster's skills during battles, for example.
- A new option has been added to the “Change in Appearance When Applied” section of the “Influence of State Change” tab that allows the user to assign a color and translucent/opaque state when the “state” is reached in battles or on maps.
- Damage values specified in State Definition > State Abilities “Auto Damage Ability” can now be displayed on maps as well.
When damage is caused by this ability on maps, the damage value can be displayed for each damage that occurs.
(!)To use this feature, turn on “Display Damage during Map Battles” under Game Definition > Rules and Operations > Map Battles.
- Added enable/disable switches for items/skills/state abilities.
Please use this feature when you want to temporarily disable them for debugging or other purposes.
- The "target" of an item, skill, or ability of State Definition can now be changed using a combo box.
- The State Definition "Auto Damage" ability now has a new feature that opens an Advanced Edit dialog that allows the user to edit the specified values for all this ability.
- Assigned a lower limit when reducing the consumption value to the State Definition "Auto Damage" ability.
- In the "State Abilities" section, specify "Auto Damage," and in the far-right field you will see an option called "Edit." Click there to open the dialog.
- For example, if "1" is set in the "Lower Limit", the status will never fall below "1" even if it continues to be affected by abilities such as "Poison".
- Changed the order and option name of "Removal Condition" in the State Definition.
- The UI of the Casts > Basic tab "Resistance to State" and the Equipment and Skills tab "Skills to be Learned" has been improved to "additional type".
- Changed the "Auto Damage (On Maps: HP)" ability so that the game is over when the HP of all party members reaches 0.
Resources†
- In the "Materials" section, a new feature has been implemented that allows you to copy and paste settings to another material.
Copy and paste buttons are placed above the property section.
This feature copies all material properties including texture information to be assigned to the shader.
- In the “3D/2D Stamps” section, the feature to copy and paste specified settings onto another stamp has been implemented.
Copy and Paste buttons are placed above the property field.
(!)Note that this feature does not copy subgraphic information.
- In each resource menu tree, the context menu (right-click menu) of the element has a check mark to ensure that the resource is included in the published export.
When exporting as a published work, resources with this check mark will always be included in the project, regardless of whether they are referenced by events, etc.
(!)Use this feature if you want to include resources you have assigned from the C# plug-in in your published work.
- A warning message is now displayed when importing WebM files in formats that cannot be played back in Movies.
The WebM file formats that can be successfully played back by this software are as follows:
- Video tracks encoded in YUV420 using VP8/VP9
- Audio tracks encoded using Opus
Events†
- A "Check the Learned Skill" panel has been implemented to check whether they have learned the assigned skill.
- The "Obtain Battle Information" panel now allows the name of the item or skill selected by the cast currently in action to be obtained.
- The following functions have been implemented in the "Change Cast's Equipment" panel.
- The function to change the equipment ignoring the fixed equipment.
- The function to discard removed items without putting them back in the inventory bag.
- In the "Display Effect" panel and the "Display Emoticon" panel, the second through the sixth of the party train were added as targets to be displayed.
Event Editor†
- The "Favorites" function has been added to the Command Selector.
Turning on the star symbol for each command will register it in the "Favorites" category.
- The rendering speed of the Event Editor has been improved when creating complex event content.
Improved processing in both panel mode and text mode.
Tool UI†
- When assigning a common event or a layout in the Event Panel or Layout Tool, it is now possible to open a dialog and select the element you wish to specify from a tree.
- Folder expansion state on the "Select Variable Box" dialog is now remembered.
Map Editor†
- Improved processing of opening and closing groups in the Placed List to speed up the process.
- Added "Event Search" to the Map Editor top menu > Edit menu.
The "Event Search" menu, which was previously opened by pressing Ctrl+F, can now also be opened from this menu.
Layout Tool†
- A check box has been added to the Layout to be Assigned field on the "Exit Game Confirmation" screen to allow the user to select the screen on which to close the published work.
The layout of the Layout Tool > Exit Game screen can now be assigned to the screen when closing the game with the "X" icon in the upper right corner of the game window. In the "Layout to be Assigned" field on the Exit Game screen, the layout with the check box turned on will be displayed.
You can also empty the contents of the layout to avoid the exit confirmation.
- "Management Tags for Casts to be Displayed" has been added to the layout properties of the Item Target Selection / Skill Activator Selection / Skill Target Selection / Equipment Changer Selection / Cast Picture Book screens.
- In the Sprite Panel, an “Add and Edit” button has been added to the Asset Picker when selecting a sprite set, allowing the user to open the Sprite Tool and modify the selected sprite data.
Sprite Tool†
- When a motion is selected in the sprite list, information on the first frame of the motion is now displayed in the preview and timeline fields.
Camera Tool†
- Improved the behavior of the camera list, including improving the position of a new camera when it is added to the tree and saving changes in the camera's position on the tree.
Test Play†
- Improved to save the position and size of the debugging dialog such as Cast Parameter Check View and Debug Window.
Plug-ins†
- For build/run errors in C# plug-ins, the number of lines is now also displayed in the error occurrence dialog as information.
Others†
- In the Published Work Export function, it is now possible to select whether to display loading before the game starts and whether to display the game window menu or not.
- Updated the sample game “Orb Stories” to support Ver. 1.11 features such as auto save.
In addition, some 3D resources have been improved.
- Help button with ? mark has been added to the caption bar of the Sprite Tool and Camera Tool.
The button opens the manual page in your browser. We plan to implement this feature in other parts of the tool gradually.
Bug Fixes†
Events†
- Fixed a bug that prevented the "Change Cast's Equipment" panel from equipping items that could be enhanced.
- Fixed a bug that sometimes caused the invincibility mode to remain invisible when moving between maps while the player was invincible due to the "Make Player Invincible" panel.
- Fixed a bug in the "Change Cast Status" panel where the total value was overwritten when status was changed by assigning an overwrite.
- Fixed a bug that caused an exception when using the "Label Jump" panel if the first line of the event was "Start Loop".
- Fixed a bug in which jumping into a loop process using the "Label Jump" panel would jump to the "Label Jump" line when the "End Loop" command was approached.
- Fixed a bug that caused discrepancies between the target number and the nth monster when transforming a monster using the "Make Monster Appear" panel.
Battle Plug-in Sample†
- Fixed a bug in the Battle Plug-in sample that prevented action in the turn immediately after an Unable to Act abnormal condition was removed.
- Fixed a bug in the Battle Plug-in sample where a skill could be triggered on the wrong target when using the "Specify Battle Cast Action" panel.
Battles†
- Fixed a bug that prevented evented decals from being displayed on battle maps.
Map Editor†
- Fixed a bug in the battle test that caused an exception when adding a member after selecting a saved list.
- Fixed a bug in the Placed List in which copying and pasting an entry that was a child of a hidden group would cause the pasted entry to disappear regardless of its check box status.
- Fixed a bug in the Common Events palette under "Battle Events" where events were not pasted in the correct position in the tree when pasted in sequence.
- Fixed a bug that made opening a map in the editor and/or editing events very slow when there were many “destination spots” for events on the map.
Layout Tool†
- Fixed a bug that caused only that element to be visible when the "Visibility Switch" layout property was turned on, even if the entire layout was hidden.
(Example: "Visibility Switch" is specified for the "Money in Possession" element of the menu).
- Fixed a bug in which the decision button could be pressed when the menu element hidden by "Visibility Switch" was the initial selection position or the memorized cursor position.
- Fixed a bug in which when a common event was executed from the menu, if the first line of the common event to be executed was “an event that displays a short message,” the message would proceed ahead as soon as the common event was executed and could not be read.
- Fixed a bug in the layout parts list in which layout parts added as children of a container that had been hidden were no longer displayed when moved out of the container.
- Fixed a bug that caused incorrect line breaks in some descriptions in the Insert Layout Part dialog.
Resources†
- Fixed a bug in which "Cancel" in the Resource Dialog after changing material properties did not return the property values to their pre-modified state.
- Fixed a bug that caused an exception when deleting the bottom clip of a blend shape.
- Fixed a bug in which deleting “stamps using system project stamps for subgraphics” would also delete the system project resources.
Database†
- Fixed a bug that when opening a project created in a version older than Ver. 1.10, if the "Influence on Battles" and "Influence on Map Movement" effects in the State Definition were specified with a "negative value," they were not added to the list type.
- Fixed a bug where the HP did not change when the player was on [terrain assigned a "state" that assigns 0% HP using the State Definition > "Force Granting Below a Certain Value" ability].
And we modified the system so that when the HP of all the party members reaches 0 in this case, the game is over.
- Fixed a bug that caused the game to be over when the State Definition > State ability "Force Granting Below a Certain Value" assigns 0% consumption values other than HP to a cast by an event or the player was on terrain assigned a "state".
- Fixed a bug that caused a minus sign attached to the damage value displayed during the game when a negative value was specified as the damage value for the “Auto Damage Ability” under State Definition > State Abilities.
Variables Used†
- Fixed a bug that caused deleted common events to remain as battle events in the “Variables Used” dialog.
Gameplay Issues†
- Fixed a bug that caused the displayed free layout to disappear momentarily when an event was performed to darken and then lighten the screen when moving between maps.
Plug-ins†
- Fixed a bug that sometimes caused references to DLLs in Bakin to be removed when editing C# scripts.
Others†
- Fixed a bug where the mouse cursor that was hidden did not return to its original state when changing values by dragging in the tables (DataGridView) in the tool.
- Fixed a bug that caused the left mouse button to behave incorrectly when double-clicking the title bar to make the window full-screen during gameplay.
Ver. 1.10.1.5†
Bug Fixes†
Gameplay Issues†
- Fixed a bug that could cause a crash when loading saved data with deleted items.
Ver. 1.10.1.4†
Bug Fixes†
Layout Tool†
- Fixed a bug that prevented inserting special formats using the Layout Tool's Special Format dialog in Chinese-language environments.
Ver. 1.10.1.3†
Bug Fixes†
Layout Tool†
- Fixed a bug in the tree view of the "Layout to be Assigned" field that caused the folder name to be empty when the Layout Tool was closed while the folder name was being edited.
- Fixed a bug that caused an exception when trying to narrow down the search in the "Layout to be Assigned" field by Management Tag.
- In the layout of the "Skill Target Selection" screen, the target selection process for skills targeting "Only Oneself" or "Except Oneself" was not functioning properly.
- Fixed a bug in which the target selection process did not function properly when the target of the next skill used was "Except Oneself" when using a "skill that closes the layout of the "Skill Target Selection" screen after activating the skill".
Others†
- Fixed a bug that prevented launching of published games in paths containing Japanese characters in non-Japanese environments after Ver. 1.10.
Ver. 1.10.1.2†
Bug Fixes†
Events†
- Fixed a bug that could cause an exception when using the "Make Event Walk" panel on a common event.
- Fixed a bug in which the "Speech Bubble" display of a message/conversation immediately after the "Camera Playback" panel could be corrupted.
- Fixed a bug in which when an item with the ability to enhance status by "Rate" was equipped and the "Level" was changed using the "Change Cast Status" panel, the value of the status enhanced by the item would in some cases become an incorrect value.
Layout Tool†
- Fixed a bug in which, while displaying a layout with the "Save Display State" and "Disable Player Operation" settings specified, saving and loading in a game could unintentionally allow operations that were supposed to be prohibited.
- Fixed a bug that the check box in the "Layout to be Assigned" field was not reflected correctly after Ver. 1.10.0.
- Fixed a bug in which converted layouts were not registered in Layout Tool when the game resolution was changed after Ver. 1.10.0.
- Fixed a bug in which the target selection process for the next skill was not functioning properly when using a skill that closes the "Skill Target Selection" screen after activating the skill.
Database†
- Fixed a bug that caused an exception when pasting when copying fields in the Database that was reopened after opening and canceling the Database.
- When a skill is used on the map, the target of the rate recovery and the status consumed by the skill are the same, (e.g., recover 10% MP & consume 10 MP), Fixed a bug in which the "maximum value of the Skill Activator" was used as the basis for rate recovery, instead of the "maximum value of the Skill Target".
Others†
- Fixed a bug in which saved data for cast members who had learned "skills deleted from the Database" were not being loaded properly.
- Fixed a bug in which the facial graphics of some cast members included in "BasicSet" and "Battle Script Sample Project" since Ver. 1.10.0 were replaced with incorrect ones.
(!)In making this correction, we have fixed a problem in which the file name of the image data for cast sprites in the project "BasicSet" and "2D Cast Set" preinstalled in Bakin was incorrect.
This caused the file names of the "for sprite" images of "Fighter A and Fighter B" and "White Magician and Black Magician" to be swapped.
For example: Fighter A will be chr005 to chr006. Fighter B will be chr006 to chr005, and vice versa.
Please be careful when importing the above cast resources into a project created before the current version.
Example; When importing an image of fighter B into a project that has already imported fighter A, the image will be overwritten unless it is imported with a different ID.
Ver. 1.10.1.1†
Bug Fixes†
Events†
- Fixed a bug in which contact judging were not made when the event was graphic "None" and "Custom Collide Range" was not turned on, due to the changes made in Ver. 1.10.1.
Ver. 1.10.1†
New and Improved Features†
Resources†
- When the "Optimize" option is selected during model import, it has been improved so that tangent spaces are also added.
Layout Tool†
- When multiple layouts are selected in the "Layout to be Assigned" field, the layout properties can be edited at once.
The changes are applied to the properties of all currently selected layouts.
Sprite Tool†
- Layer information is now also copied when copying timeline keyframes.
Test Play†
- Added a simple performance meter to check CPU/GPU load.
It will appear when you select "On" in Options > Performance Meter.
The names of the performance meters, which were previously referred to as Types 1 through 3, have been changed to match their functions.
For "Details" graphs, explanations about graph coloring have been added.
- The "Log" tab of the Debug Window now logs the triggers for the execution of common events.
When an event is executed from Map Settings, Skill Events, Item Events, Actions in Layout, or Special Actions on Game Over, either Execute From Map/Skill/Item/Layout/GameOver Action will appear in the "Sources" field.
Plug-ins†
- For [BakinFunction] in C# script, \n can also be used for line breaks in the Description.
Others†
- Some Chinese translations have been improved.
Bug Fixes†
Events†
- Fixed a bug in the "Select from Selection and Check Results" panel where the event would not progress if all options were disabled by the "Visibility Switch".
- Fixed a bug that caused a forced termination of the walk if the player's graphics were changed while the "Make Player Walk" panel was running.
- Fixed a bug that caused an empty item slot to be reserved at the end of the item list when using the "Discard Item" panel.
- Fixed a bug that sometimes caused folders with the same name to multiply when adding a folder to the variable list and then adding more variables within that folder.
Layout Tool†
- Fixed a bug in the layout of the "Battle Status" screen where parts with the Special Coordinate Specification Tag "DamagePosition" would not work unless they were placed in the top container of the layout parts list.
- Fixed the behavior of tags for Obtained Items/Learned Skills for layout property filtering, including handling of tags with a minus sign.
Gameplay Issues†
- Fixed a bug that increased the load on the collision detection since Ver. 1.10.0.
- Fixed a bug in which the behavior of determining the height of steps to be descended had changed when a stamp with "no graphics" was assigned to a player since Ver. 1.10.0.
Database†
- Fixed a bug in which specifying "Collide with Terrains" as a disappearing condition in the Casts > "Others" tab was sometimes not reflected when a cast event was moved using the "Make Event Walk" panel.
- Fixed a bug where the state ability "State Disabling" was not functioning properly.
- Fixed a bug in which the initial value of the state ability "Auto Attack (In Battle)" was incorrect.
- Fixed a bug in the edit UI of the "Skill" ability "State Recovery (Valid Only for Those KO)" where the enable switch could not be edited even if it had the effect of restoring the KO state.
- Fixed a bug that some changes in "Status" abilities were not reflected when a project was opened with a version older than Ver. 1.10.
Resources†
- Fixed a bug in the "Model" menu where a model for a skybox would not appear in the preview until the mouse wheel was operated.
- Fixed a bug that caused the transparency of water surface shaders to be higher than before after Ver. 1.10.0.
Sprite Tool†
- Fixed a bug in which the enable/disable control of the paste button did not work correctly in some cases when switching the currently selected sprite.
- Fixed a bug in which layer information was pasted only on the first layer when pasting keyframes into a new motion.
Others†
- Fixed a bug that prevented the correct re-import of escaped double quotation marks when inputting and outputting Excel files in the Game Definition > Common Terms > Localization Tool.
- Fixed a bug in which alpha channel values were not always interpreted correctly in PNG data with 16 index colors.
- Fixed a slight problem with the preset cast standing portrait.
Ver. 1.10.0.1†
Bug Fixes†
The following bugs derived from Ver. 1.10 have been fixed.
- Fixed a bug that prevented starting in Intel CPU built-in graphics environment.
- Fixed a bug that could cause collision generation for events using 3D stamps to fail and result in an exception.
Ver. 1.10†
New and Improved Features†
Decals†
"Decal" related functions that allow 2D images to be projected onto 3D backgrounds and decorated have been implemented.
For more information on how to use decals, please see Decal Stamps.
- New "Decal Stamps" section in Resources is now available.
(!)In v1.10, stamps added to the "Decal Stamps" are placed in the Objects tab of the Map Editor > Stamps Palette.
- Added "decal shader" as a shader available in Resources > Materials.
- "Decal Target" has been added to the Resources > Materials properties. Turning this switch on will cause decals to be projected.
(!)Note that using large images as decals or using many decals will increase the processing load.
- (!)About Preset Decal Stamps
If you have created a project with previous version of Bakin (prior to version 1.10), or if you have created a project with "Simple" assets, please import and use the preset decal stamps by following the instructions below.
- Press the Add Decal Stamp List button under Resources > Decal Stamps to open the Asset Picker.
- Select BasicSet in the Additional Menu (leftmost menu) under the "Ready to Use" tab.
- Select the decals you wish to import from the Asset column and press the "Add and Exit" button. Multiple selections are also possible.
Database†
- The edit UI for State Definition > "State Abilities" has been changed to "additional type".
With this change, the Effects tab has been eliminated and combined into a single tab.
- The "Auto Damage" ability of "State" can now be assigned separately in battle and on the map, and it is now possible to choose a consumption value other than HP as the target of damage.
- The "state" ability "automatic damage" can now be specified with a negative value. This allows for an "automatic recovery" ability to be added to the "state".
- The "State" ability "Disable Encounters" was changed to "Change in Encounter Rate" to increase or decrease the encounter probability.
- "Sequential Numbering of Names When Generated", a function that automatically assigns unique names (sequential numbers at the end) to cast events, has been added to the Casts > Others tab.
The maximum number to be assigned is the value specified in "Maximum Number of Events Generated" under Game Definition > Rules and Operations > Shooting Events. Please note that the number will loop if it is exceeded.
- Changed the "Map/Available in Battles" flag so that both flags are turned on when a new skill is created.
- When pasting databases between projects when Bakin multiple launches, the status in use can also be pasted.
Layout Tool†
- "Slider Orientation" was newly added to the properties of the slider panel, and the option to select the orientation of slider expansion/contraction from "Up/Down" or " Left/Right" was added.
- The UI of the following dialog, which opens from the Layout / Container / Panel Properties, has been modified.
- Text Panel: Special Formats Insert Dialog
- Slider Panel: Parameters Reflected in the Slider Insert Dialog
- Rendering Container: Special Coordinate Specification Tag Insert Dialog
- Layout of Item Selection Screen, etc.: Management Tags for Items to be Displayed Selection Dialog
- The following features have been added to enhance the "Management Tags to be Displayed" layout property, which narrows down the entries to be displayed in the layout.
- Added "Management Tags for Skills to be Displayed" to the layout properties of the following screen:
Free Layout for Event
- Change the layout property of the following screen to "Management Tags for Skills to be Displayed"
Skill Activator Selection / Skill Selection / Skill Picture Book / Battle Skill Selection
- Added Item Related Tags
Obtained Items (For Picture Book)
- Added Skill Related Tags
Learned Skills (For Picture Book)
- A folder management mechanism has been added to the "Layout to be Assigned" field.
Events†
- A "Change Transition" panel has been implemented to change the screen switching effects (transitions) during the process of moving from map to battle and from one map to another during the flow of the game.
You can change the sprite used for the Screen Switching Effect, which can be assigned in Game Definition > System Resources. This will allow the transition to be changed only for "boss battles" or "moving to an important map" by events.
- A scroll bar has been added to the description text field in the "Call C# Program" panel.
- Regarding the "Check Collision State" panel, we have added the ability to get whether there is a collision or not by specifically assigning a cast name.
- The "Select from Selection and Check Results" panel now can specify a display condition switch for each selection.
- For the "Assign to String Variable" and "String Replacement" panels, the ability to change the name of "This Event" has been added.
- A new option has been added to the "Obtain Battle Information" panel so that values can be obtained in the range of 1~ instead of 0~.
(!)For example, "Target Number of Last Used Skill (1~)" is an option that was added this time.
The existing option to obtain a value from (0~ ) has been left as "Deprecated", so there is no need to change the existing event processing.
- In the Event Command Selector, the "Display Effect" panel has been moved from the "Conversation" category to the "Screen Effects" category.
Map Editor†
- Rotate lights and decals can now be rotated using the rotate button on the Tools palette.
- The direction of rotation using the Rotate button on the Tools Palette has been reversed. (Left-click to rotate counterclockwise, right-click to rotate clockwise.)
Resources†
- A "Vertex Compression" option has been implemented in Resources > Models.
By turning this off, the "slight degradation of vertex coordinates when displaying models with Bakin" that was sure to occur in the past will no longer occur.
Test Play†
- Added the ability to add/delete items in possession in the Edit menu of the Cast Parameter Check View.
Others†
- The "Batch Rename Dialog" available from the context menu in the Map Editor > Placement List Palette and other trees in the tool now remembers the settings specified in the dialog.
The "Numbering Digits" and "Make All Names the Same" checkboxes will be remembered.
Localization†
- Some Chinese translations have been improved.
Bug Fixes†
Map Editor†
- Fixed a bug that caused an exception when changing a map name in the Map List.
Battle†
- Fixed a bug in which the effect of using an item during battle was displayed even when the item had no effect, and the number of items was not reduced.
Event†
- Fixed a bug in the "Item Enhancement" panel that prevented enhancing the recovery effect of added consumable statuses.
- Fixed a bug in the "Recover/Reduce Battle Cast's HP/MP" panel that incorrectly referenced party stats when "Effect Source" was selected from the Cast.
- Fixed a bug that caused some conditions to not work correctly when using label jumps, such as when jumping into a conditional branch.
- In the "Check Collision State" panel and the "Collision Detection" event sheet condition, the capsule collider was making the decision when "Including Non-Collision Targets" was checked.
- Fixed a bug in which the "Change Cast Status" panel was not changing the status of the cast but the total status, including equipment, etc.
- Fixed a bug that caused the Asset Picker to open when right-dragging in the preview of the sheet graphic in the Event Editor.
- Fixed a bug in the Edit UI of the Event Panel where the control that allows direct values and variables to be assigned, sometimes the variable selection was visible even in direct value mode.
Database†
- Fixed a bug in the "Auto Damage Frequency" of the "State" ability, which was causing damage every turn regardless of the specified value.
- Fixed a bug that caused the translucent state of the last cast member of the Party Train to be reflected to the player when the "State" ability "Display in Translucent" was used with the Party Train off.
(!)After this version, the player cast will reflect a translucent state only if everyone is translucent.
- Fixed a bug in the Database > Items tree where copying and pasting an item with an item event specified did not save the item event for the pasted item.
Gameplay Issues†
- Since Ver. 1.9.0, we have fixed a bug that sometimes caused the Battle Result screen to run extremely slow when the cast had their class set for a project of a certain size.
Map Editor†
- Fixed a bug that caused unintended rotation results when using the manipulator to rotate a placed object if the object had a Z-rotation applied.
- Fixed a bug that local light type changes (local light/spotlight) were not recorded in the history for undo.
Test Play†
- Fixed a bug in the Cast Parameter Check View where in-game cast skill replacements were not immediately reflected in the list of Learn/Forget Skill forms in the Edit Menu.
Others†
- Fixed a bug that the slider background image on the Orb Stories config screen was not displayed after Ver. 1.9.0.
- Fixed a bug in which the proper management tags were not specified for some of the resources in the Images/Textures reserved folder.
- Fixed a bug that the volume of Bakin itself and the execution engine changed by "Volume Mixer" in Windows was not saved.
Alerts for Update†
If you are using the following functions after updating to Ver. 1.10, please check the contents and correct them.
- If you are using self-made shaders in the previous version, please make the following modifications.
- To access scene information (members of struct System in uniform.cgh), use the SCNVAL macro.
- When assigning the PBR world position using the fragment shader, the FragmentInStruct position information should be passed to the CalcWorldPosition function as a parameter.
- If you are using "UV Step Animation" of the material, please make the following modifications as necessary.
- Fixed a bug that caused the frames to be omitted when the "Number of Total Frames" in "UV Step Animation" under Resources > Materials was less than U Slice x V Slice, where the frames were no longer adopted from the right end of the second row from the bottom (the bottom row is always adopted). This behavior was fixed.
- If you have created UV step animations based on this behavior, please rearrange the images on the assumption that they will be omitted from the bottom row.
Ver. 1.9.1.1†
Bug Fixes†
Layout Tool†
- Fixed a bug that prevented masks specified for layout parts from being applied to sprites placed in the layout.
Gameplay Issues†
- Fixed a bug in which the enhancement values of enhancement items were not being saved correctly in the save data under certain conditions.
- Fixed a bug that allowed cast members in the Unable to Act state to use skills on a map.
Map Editor†
- Fixed a bug that prevented the "cut" of terrain from working properly.
Game Definition†
- The color picker that appears when specifying a color in Rules and Operations > Display Color for Hidden Areas has been modified so that it does not display the alpha channel option.
Since the alpha channel value is invalid for "Display Color for Hidden Areas," the above correction has been made.
Sprite Tool†
- In the sprite list, when a new sprite set was added, the same sprite set was displayed twice in the tree.
Ver. 1.9.1.0†
New and Improved Features†
- Some Chinese translations have been improved.
Sprite Tool†
- When a mask layer is selected on the timeline, the mask area is highlighted on the preview.
- A new [RGBA] field was added to the color change information so that colors can be selected in the color picker.
- A single display mode has been added to the layer marker.
A new button has been added to the menu at the top of the preview that, when turned on, displays only the layer markers of the selected layer. This function is intended to reduce the difficulty of selecting layer markers when they are close together.
- It is now possible to select multiple layers and switch the display state and mask enable/disable at once.
Events†
- Added "Transfer Previous Class Skills" option to the "Change Cast's Class" event panel.
Bug Fixes†
Resources†
- Fixed a bug that prevented "Object Transparency" of materials from functioning properly after Ver. 1.8.
Database†
- Fixed a bug that prevented "variable names containing spaces" from being used in damage formulas.
- Fixed a bug that caused unintended recovery when the "Recover Self with Damage Inflicted" ability was specified even though the skill did not have the ability to "inflict damage".
(!)The "Recover Self with Damage Inflicted" ability takes effect if there is a "Damage Inflicted" ability on the same tab (Effect on Allies/Enemies tabs).
- The amount of damage caused by a skill with the "Recover with Damage Inflicted" ability has been corrected so that it does not exceed the current consumption value of the status of the "target to be damaged".
- Fixed a bug that prevented the "Recover with Damage Inflicted" ability from working when using a skill that damages an ally.
(!)By specifying a negative value for the "recovery" ability, you can create a skill that damages an ally.
- Fixed a bug where statuses added in "Casts" were not reflected on "Influence on Abilities" in "States" until the project was reopened.
Test Play†
- Fixed a bug where the Equip field in the Attribute/State Resistance of the Cast Parameter Check View was sometimes not set to the correct values.
- Fixed a bug that caused the formula to be added as a variable in the Debug Window when using the recovery formula in the "Recover/Reduce Battle Cast's HP/MP" panel.
Gameplay Issues†
- Fixed a bug that caused events assigned "Automatically Start (Repeat)" as the event start condition to stop when loading saved data.
- Fixed a bug in which attribute resistances of casts and classes were not initialized when loading the games save data.
- Fixed a bug that caused the EXP Gaining screen of the Battle Result to be skipped when all cast members in the party were at their max level, class level, or subclass level.
- Fixed a bug where the "jumpup" motion would not release until one loop was performed when on terrain that was just barely reachable by jumping.
Events†
- Fixed a bug in which the start timing of movie playback by the "Play Movie" panel was sometimes delayed by several frames compared to the execution of the event panel.
- Fixed a bug in which specifying "Transfer of Grown-Up Status" to "Yes" in the "Change Cast's Class" panel would update the skills available to the cast to only those available to the cast and their class.
Camera Tool†
- Fixed a bug in the "Use Skill" camera/"Use Item" camera properties of the battle camera where "Timing to Wait for Effect Completion (sec)" did not work correctly when set to -1.
- Fixed a bug in the "Use Skill" camera/"Use Item" camera properties of the battle camera where the "Timing to Wait for Effect Completion (sec)" was assigned in terms of frames.
Layout Tool†
- Fixed a bug that caused a momentary Disappearing Motion to be displayed at the beginning of the Results display when an entry/exit animation was specified on the Battle Result screen.
- Fixed a bug in which the "Sprite Edit Button" responded when a sprite motion was selected from the combo box in the "Effects" property in the rendering container, etc.
Sprite Tool†
- Fixed a bug in which information such as display state and mask enable/disable was not copied when copying layers.
- Fixed a bug where the actual situation did not match the "mask layer's influence on layers" displayed on the timeline when the layer's "Position Z" was changed to something other than 0. The property "Position Z" of the mask layer has no effect.
- Fixed a bug in which "Insert Mask Layer" in the context menu was enabled at the incorrect time.
- Fixed a bug that could cause incorrect image names to be displayed in cells.
- Fixed a bug in which the undo buffer did not include information on layer visibility/invisibility.
Plug-ins†
- Fixed a bug that caused a crash during game play when an exception occurred during initialization of an event to which a C# script was assigned, because the system did not correctly recognize that an exception had occurred.
Others†
- Fixed a bug that prevented icons from being displayed for some functions of the tools, such as the Database.
- Changed the import path for the lyrbr file to default to the BakinInstallation Directory\contents\dlc if the layout data DLC is present.
Ver. 1.9.0.2†
Bug Fixes†
Events†
- Fixed a bug that prevented the "Recover/Reduce HP or MP" and "Make/Cure State Change" panels from functioning properly in battle events after Ver. 1.9, when using the "Assign Cast" or "Entire Party" setting.
- Fixed a bug that caused an exception when trying to display a speech bubble using an event if the Layout Tool > Conversation screen lacked the necessary layout parts for a "speech bubble-type message".
Layout Tool†
- The following bugs that occurred when opening the Sprite Tool from the Layout Tool have been fixed.
- Fixed a bug that sometimes caused an exception when the interpolation method for coordinates, scale, etc. was set to "Maintain".
- Fixed a bug that prevented subsequent sprite edits from being reflected in layout previews, etc., after pressing "Cancel" to close.
- The function to open the Sprite Tool from the Layout Tool did not function properly in non-Japanese environments.
Database†
- The names of the equipment parts in the cast "Initial Equipment" and the item's ability "Parts" have been changed so that they are the same as those specified in the game setting "Common Terms - Items".
Ver. 1.9.0.1†
Bug Fixes†
Sprite Tool†
- Fixed a bug that caused regular mask and alpha inverted mask to be standardized to one of them when they were mixed in the screen.
Events†
- Fixed a bug that caused -1 to be assigned when obtaining the "Target Number" in the "Obtain Battle Information" panel when using a skill that only specifies the activation of a common event for the skill's ability during a battle.
- Fixed a bug in the "Check Collision State" panel in which the "Obtain Name of Check Target Contacted" check box could not be turned back ON after the check box was turned OFF.
- Since Ver. 1.9.0, an exception occurred when attempting to stop movie playback by assigning "None" to the movie to be played in the "Play Movie" panel.
Database†
- The following two bugs in the Casts > Battles tab > Battle Command Menu have been fixed.
- Changing "Function to be Assigned" from "Guard" or "Charge" to "Open Item/Skill List" will cause an exception.
- Change "Open Item (Skill) List" to "Open Skill (Item) List" where layout is assigned, and parameters will be blank.
Layout Tool†
- Fixed a bug that caused interpolation from the initial coordinates for the special coordinate tag "Player" in the layout.
Test Play†
- Fixed a bug that could cause an exception in the update process of the variable list in exceedingly rare cases while the Debug Dialog is being displayed.
Ver. 1.9†
- "Chinese Style 2D Assets", a 2D asset pack with Chinese design, has been added to the Game Gallery.
- Simplified/Traditional Chinese translation has been improved for resources included in newly created projects with "Normal" asset volume.
We will continue to enhance the quality of our translations.
New and Improved Features†
Sprite Tool†
- Mask layer was implemented in the Sprite Tool.
- In the sprite timeline, layers in the line above the mask layer is the target of the mask function.
- If "Invert Alpha Value" is turned on in the properties of the mask layer, the shape of the assigned image will be cropped.
- Images of primitive shapes such as a square or circle have been added to the Resources>Images>reserved>Primitive folder. Please use these images for masks.
- Masked animation can be applied to layout elements by assigning a sprite set with a mask to layout parts where a sprite set can also be specified. The following locations can be set:
- "Sprite Set referring to "Motion"" in the rendering containers, menu containers, and submenu containers
- Selection cursor sprite set of menu containers
- Sprite set of sprite panel
- Easing selection function has been improved.
A dialog box has been added to select the type of easing from an icon showing the easing curve. We are also adding more types of easing.
You can try this feature in the frame properties, where you can select the "change method" (e.g., movement, rotation, etc.). It is also added to the context menu.
- Sprite list operations have been improved.
- Improved paste position when copying and pasting tree entries.
- Support for reordering of motions by multiple selections.
- Implemented a hotkey (Ctrl+D) for duplicating entries.
- Preview playback/pause can now be performed with the space key.
- Layers can now be swapped with the +/- keys.
With the layer name selected by clicking on it, press + to replace it with the layer in the row below. - would replace the layer in the row above.
Database†
- The number of battle commands can now be added/removed at Casts > Battles tab > Battle Command Menu.
- A battle command can be added by pressing the Add button.
- When "Open Skill List" or "Open Item List" is selected for "Function to be Assigned," the layout to be used can be selected.
For example, skills could be divided into "skill" and "spell”, and each could have its own battle command. Specify management tags for each skill and create a layout narrowed down by each tag in the "Management Tags for Items to be Displayed" on the "Battle Skill Selection" screen.
- Added "Damage Reduction when "Guard"" to the Skills > Basic tab > Basic Settings.
When turned on, this skill is subject to damage reduction when "Guard" is selected in the Battle Command.
- Under Items > Change Elements tab > Basic Settings, "Damage Formula (HP)" and "Attack Attribute" are now automatically added/removed from the "Item Abilities" section, depending on whether the "Weapon" option is turned on or off.
However, if both effects have been specified, turning off "Weapon" will not remove the ability.
- In Items > Change Elements tab > Basic Settings, "Parts" is now automatically added/removed from the "Item Abilities" section depending on whether the "Armor" option is turned on or off.
However, if the "Parts" setting has been specified, turning off "Armor" will not remove the ability.
Layout Tool†
- "Management Tags for Items to be Displayed" can now be used to narrow down the list of entries in the following screens. The management tag should be specified in the Database.
"Skill Activator Selection", "Battle Skill Selection", "Battle Item Selection"
- In the properties of layout parts, a button to start editing sprites immediately has been added at the point where sprites can be selected.
Clicking the pen icon activates the Sprite Tool.
- The layout property "Variable to Assign the Selection Result" has been improved to allow the selection of variables to be selected from a dialog.
- Added "Change the Controller Vibration Setting" as an action in the submenu container.
A controller vibration on/off setting has also been added to the system layout on the Config screen.
- Added "EXP at Current Level" to layout special format \partystatus19.
Test Play†
- A debugging feature has been added to the Cast Parameter Check View that allows multiple skills to be reassigned for multiple selected cast members.
It can be opened from the Edit menu of the Cast Parameter Check View.
- Added ability to change cast statuses and consumption values by entering numerical values into cells in the Cast Parameter Check View.
- The log in the Debug Window now displays the expanded result of each variable in the formula in battle.
Map Editor†
- The ability to open the Event Editor with a hotkey has been implemented.
The hotkey default is "G". After selecting the terrain where you want to place the event, press the hotkey and a custom event will be placed and the Event Editor will open.
Events†
- Improved judging of lifts (on top of events).
- "Display Damage Numbers on Screen" function has been added to the "Change Cast Status" panel.
- The "Make Battle Cast as Operation Target" panel and the "Change Cast Status" panel can be used to change the status of enemy casts.
- For C# calls, overloading of methods with the same name is now supported.
Others†
- The following processing/loading times have been improved:
- Processing when the "Resources" menu is closed by Cancel.
- Data loading time at project startup.
- Time until the Top Menu opens when Bakin starts up.
- The time it takes for a list of local files to appear.
Bug Fixes†
Layout Tool†
- Fixed a bug in which "Management Tags for Items to be Displayed" on the "Skill Selection" screen was not functioning properly.
- Fixed a bug in special forms that display accumulated EXP such as \partystatus9 in battles, where the experience obtained at the current level was being displayed.
- Fixed a bug in "Effects" where centering would not work correctly due to a container with animation specified.
- Fixed a bug that caused the use of name box command in events such as "Display Conversation" panel to be added to the line width calculation as single-byte spaces.
- In the shop-related layouts, a bug has been corrected in which the number of possessed items that could be enhanced was always displayed as 0.
The total number of items in the inventory bag (including before/after enhancement) is displayed.
Battles†
- Fixed a bug in which the lower limit of cast status was not checked when automatic damage was caused by "state".
- Fixed a bug that caused redrawing of the attack target to always occur when there was a change in the "Targetability" of the attack target.
- Fixed a bug that could cause abnormally low frame rates due to the layout of the battle status when the enemy/allies were given "state".
- Fixed a bug where the motion assigned to a "state" was not immediately reflected after the "state" was granted or removed.
- Fixed a bug that caused cast members who were in the KO state to be revived when recovery items were used.
- Fixed a bug that could cause initialization to run multiple times for damage values displayed simultaneously in "Skill" and "Event".
- Fixed a bug that prevented obtaining monster levels during battles.
- Fixed a bug that caused the "guard" motion to play when using recovery items.
- Fixed a bug that caused the damage value that pops up to be a negative value when an attack skill was specified to recover HP, etc. with a negative value for damage.
- Fixed a bug in which changing a cast's level during battle did not reflect an increase or decrease in the cast's status with level.
Database†
- Fixed a bug where the damage/healing formula did not work correctly when the default status keyword was changed and then the default status keyword was assigned to a newly created status.
- Fixed a bug where selecting "None" for the target of a skill would skip the target selection and prevent a common event from being triggered.
- Fixed a bug in the skill settings where the target of recovery/damage to a consumable status and its effect amount as a "rate" were incorrectly calculated when the base status was the target's maximum value.
- Changed so that when an item is newly added, the effect of enhancing all status abilities is not automatically added to the item ability setting field.
- Fixed a bug that could cause the Asset Picker to open twice when clicking on the "Same Effect as Skill" parameter in the "Edit Command Menu" field of the Casts > Battles tab.
- Fixed a bug in which the "Valid Only for Those KO" setting for a skill was not converted when opening a project saved with an older version of Bakin.
- Fixed a bug that prevented changes to the Skill Ability setting "State Recovery (Valid Only for Those KOs)" from being reflected in test play unless the project was reopened.
- Fixed a bug in which the "State Recovery (Valid Only for Those KOs)" effect was removed from the effect of the "Raise" skill that is added to the Database when selecting a normal asset in a new project created since Ver. 1.8.
Events†
- In the "Recover/Reduce HP for This Event" panel, the maximum HP value was not being checked.
- Fixed a bug in which the status for calculating damage other than consumption values changed by the "Change Cast Status" panel during battle was not being applied correctly.
- Fixed a bug that prevented variables from being used as indexes for assigning targets when using the "Make/Cure State Change" panel in battle events.
- Fixed a bug in which "Disable Player Orientation Change" and "Disable Camera Operation-Horizontal Rotation" were disabled when the game operation was specified as Tank Controls in Game Definition > Rules and Operations.
- Fixed a bug that prevented screen shaking effects such as the "Shake Screen" panel and particle effects from occurring when a camera set to "Orthographic Projection" is used.
- Fixed a bug that caused the first cast to end its walk midway when using the "Make Battle Cast as Operation Target" panel and the "Make Cast Walk to Specified Coordinates" panel for multiple casts.
- Fixed a bug where the symbols indicating particles did not disappear when the event graphics were changed.
- Fixed a bug where adding a "Change Cast Motion" panel would cause the variable at the top of the variable list to be used.
- Fixed a bug that caused an exception when trying to obtain on-screen coordinates in a battle event.
- Fixed a bug in which local variables could not be selected in the "Display Free Layout for Event" panel.
- Fixed a bug that caused the background color to be green when editing a normal event in the panel mode of the Event Editor since Ver. 1.8.
Game Definition†
- Fixed a bug that slowed down the test play after displaying the "System Resources" menu.
Map Editor†
- Fixed a bug in which the state of the display and lock flags for folders (groups) in the Placed List/Common Event List were not reflected when the entries were pasted.
Resources†
- In resource properties, if the resource you are jumping to is hidden as a result of filtering the list of entities in the tree, the filtering of the tree will be canceled.
- Fixed a bug that could cause an exception in previewing texture resources.
Sprite Tool†
- Fixed a bug that prevented pasting only the numerical value of "Number of Frames".
Play Execution Issue†
- Fixed a bug that caused a frame blackout between the transition from the map screen to the battle screen and the event with "When Battle Starts" set as the event start time.
- Fixed a bug that caused an exception at the start of a battle when there was no single monster with a valid appearance setting.
Test Play†
- Fixed a bug in the Debug Window that caused an exception depending on the timing when changing values.
Others†
- Fixed a bug that prevented games from starting if a video file that exceeded a certain size was included in a work exported using "Published Work Export".
- The common event "Item Enhancement (For Menu)" of the "Dungeon RPG Sample" project has been corrected.
The timing for reducing the number of items in their possession required for item enhancement has been moved to after the item enhancement process is complete.
(The position of the "Increase/Decrease Item" panel has changed.)
If you have created your own event based on this event, please refer to this modification.
Ver. 1.8.1†
- Improved Chinese translation of resources included in the project when creating a new asset with "Simple" asset volume.
The main changes are in the wording of resources (default resources), whose names appear in red text in resources, layouts, etc.
Bug Fixes†
Map Editor†
- Fixed a bug that caused an exception when converting a start point to an event.
Resources†
- Fixed a bug that prevented cancel from being disabled when local files were added to the list by drag & drop.
The resources are still imported into the project folder even after canceling. This time it is corrected to prevent misidentification.
- Fixed a bug in which particles were not always immediately reflected in the preview when editing particles.
- Fixed a bug in which the end time of motion was not correctly recognized when the Slice Method for slice animation was changed to PixelSlice.
Events†
- Fixed a bug that caused an exception when trying to obtain the status in a cast event for a cast for which "None" was specified in Database > Cast > Category.
- Fixed a bug in the "Add/Remove Party Member" panel where a new cast was created when "Carry Over Status from Previous Participation" was turned off.
Layout†
- Fixed a bug in the title screen layout that did not properly handle layouts without a submenu container with a "Continue" action specified.
- Fixed a bug that caused an exception when viewing a cast with deleted skills in the learned skills list in Picture Book.
- Fixed a bug in the preview where the text color was not immediately reflected when using special formats.
- Fixed a bug that caused incorrect branching to the selection results when elements unrelated to the selections were placed in the layout of the Selection screen.
Game Definition †
- Fixed a bug where vibration was not turned off when Project Settings > Controller Vibration was turned off.
Plug-ins†
- Fixed a bug that allowed null to be assigned to a string variable from C#.
Play Execution Issue †
- Fixed a bug that prevented damage motions from being played back after Ver. 1.8.0 when damage was caused by a skill.
Others†
- Fixed a bug that caused the lower part of the font in the tool to be cut off depending on the language being used.
- Fixed a bug in some event templates in the Traditional Chinese version where strings entered in the template were not reflected correctly in the event.
Ver. 1.8.0.6†
Bug Fixes†
Events†
- Fixed a bug in the variable selection dialog in which a variable entry with a blank name was added after a specific operation.
- Fixed a bug regarding "Event to be Generated" that could cause an exception to occur in the hit process due to sheet switching, etc. immediately after generation.
Layout Tool†
- Fixed a bug in which the information of the currently selected cast was not displayed correctly in the skill list displayed on the Skill Activator Selection and Status screens.
- Fixed a bug that caused incorrect sorting results when using auto-sorting on the Battle Skill Selection screen if there were skills that could not be executed due to a lack of Magic Points.
Battles†
- Fixed a bug that caused the status of equipped items to be added to the status of enemy casts that had the item equipped during a battle.
Ver. 1.8.0.5†
- For the Chinese (Simplified/Traditional) version, translation of some parts of the tool UI, such as event panel names and various button names, has been improved.
We will continue to enhance the quality of our translations.
Bug Fixes†
Database†
- Fixed a bug where when copying and pasting an item, the item event content was shared with the pasted event.
Layout Tool†
- Fixed a bug in which the special format "partystatus***x***y" of the layout was sometimes displayed incorrectly.
- Fixed a bug in the Special Coordinate Specification Tag Insertion Dialog that sometimes caused an exception when entering tags.
Resources†
- Fixed a bug in which the "Outline Width Map" was not applied when using world type outlines with the toon shader.
Map Editor†
- Fixed a bug in the Placed List where the lock icons were not being updated for the "Slope/Stairs" object.
Play Execution Issue†
- Fixed a bug that could cause the execution engine to crash when starting playback of a large number of 3D model motions in a short period of time.
Battle Plug-in Sample†
- Fixed a bug in the Battle Plug-in Sample where "assigning a battle cast action" was not reflected, and furthermore, the cast's turn was skipped.
Game Definition †
- Fixed a bug that could cause the execution engine or layout editor to crash when there was an invalid line in Rules and Operations > Assign Input Device.
Others†
- Fixed a bug that caused the variable selection dialog to go off the screen in some cases.
- We have taken steps to reduce the number of cases where simply opening and closing a project triggers an overwrite confirmation dialog.
Ver. 1.8.0.4†
Bug Fixes†
Resources†
- Fixed a bug that caused the tool to crash when attempting to view a model containing corrupt PNG files.
- Fixed a bug that caused an error when specifying "None" for the motion set from the 3D Stamps.
Battles†
- Fixed a bug in which items that only have effects to recover consumed status values were not consumed during battles.
- Fixed a bug that caused the local lights of the original map to be displayed when "the map itself was specified as the battle background in the Map Settings > Enemy Distribution tab", and "another map was assigned as the battle background in an event battle".
Game Definition †
- The key/gamepad assignment dialog has been corrected to work correctly even in "language environments where decimal points are displayed as commas".
Events†
- In the "Advanced String Variable Operation" panel, the "Name of the Last Item Obtained" is now correctly obtained even if the item already possessed.
- Fixed a bug that caused an exception if an item specified using the "Increase/Decrease Item" panel was missing from the Database.
Configuration†
- The "Use a rendering method that supports multi-language fonts" function, which was removed in Ver. 1.8.0.0, has been re-implemented.
Ver. 1.8.0.3†
Bug Fixes†
Resources†
- Fixed a bug that could cause the tool to crash when changing material settings.
After specifying cutoff in the Toon shader, a crash would occur when selecting another material.
Play Execution Issues†
- Fixed a bug that could cause the 3D models to appear corrupted depending on the structure of the FBX files.
- Fixed a bug that could cause an exception when displaying "additional status variation values" in equipment-related layouts.
Top Menu†
- Fixed a bug in the top menu that sometimes prevented users from navigating to other tabs after downloading items subscribed to via Steam Workshop.
Game Definition†
- Fixed a bug that caused the key/button assignment dialog to be closed with the ESC key.
Map Editor†
- Fixed a bug that caused an exception when selecting and deleting events together on a list, such as the Common Event Palette.
Ver. 1.8.0.2†
Bug Fixes†
Resources†
- Fixed a bug that WebM format movies were not rendered correctly.
Layout Tool†
- Fixed a bug that prevented the "Enhancement Item Selection" screen from working properly when playing.
- Fixed a bug in the layout of the "Equipment Item Selection" screen where the status differences were not displayed correctly.
Cases where this bug caused exceptions have also been fixed.
Events†
- In the "Obtain Cast Status" panel, the "Current HP" of a cast event would sometimes not be obtained correctly.
Database†
- (Japanese version only) Fixed a bug that caused an exception when adding a skill's ability in Database > Skills.
Ver. 1.8†
New and Improved Features†
Chinese (Simplified and Traditional) Language Support†
- Simplified (zh-Hans) and traditional (zh-Hant) Chinese can now be selected in Language.
You can select your language from the top menu > Preferences > Language.
We will continue to enhance the quality of our translations.
Layout Tool†
- The "Mask Texture" setting has been implemented for rendering containers and menu containers.
By specifying an image for the mask, you can display the container's child elements in any shape you wish. Images with alpha are also acceptable for mask images.
A sample mask image is attached. Please download it and try it out by specifying it in the "Mask Image" of the container.
- "Display Condition Switch" has been implemented for rendering containers and submenu containers.
The event switch can be used to show/hide them.
- "Variable to Assign the Result to" setting has been implemented for menu containers.
You can assign which of the child submenu containers was selected to the assigned variable.
- Added an action "Change the Value of a Variable (For Slider)" to the submenu container that can be used when a child element has a slider.
- An option "Line Spacing Offset" has been implemented in the layout properties of the Messages, Conversations, and Tickers screens to adjust the spacing between each line.
- The filtering function of display entries by management tags specified for each entry in the Database is now also available on the Skill Selection screen and in the Free Layout for Events.
- When the Special Coordinate Specification Tag "DamagePosition" is used, particle effects are also displayed on top of the windows.
In the past, only 2D sprites could be used for damage effects in the Dungeon RPG Sample battles. With the addition of this feature, 3D particles can also be used.
Events†
- When specifying variables in conversations, messages, formula settings, etc., a function has been implemented that allows the user to select from a list of variables to be quoted.
For example, in the "Display Conversation" panel, if you wanted to use a variable in the text, you would have to write down the name of the variable separately and enter it again. We solved this problem by bringing up a variable box selection dialog when quoting variables.
This dialog can be closed with the ESC key.
- A new field to change the event name has been added to the Event Editor.
- Added "Including Non-Collision Targets" checkbox to the sheet condition "Collision Detection" on event sheets.
When this is turned on, the condition panel will be activated even if there are overlapping events that are not subject to collision.
- The "Including Non-Collision Targets" function has been added to the "Check Collision State" panel.
When this is turned on, the condition panel will be activated even if there are overlapping events that are not subject to collision.
- In the "Check Collision State" panel, when the Check Destination is set to "Event", a function to ignore events in the middle of the disappearance process has been implemented.
- The "Obtain Item Parameter" panel can now also be used to obtain information on equipped items.
- The "Obtain Cast Status" panel can now obtain the cast's original ability value specified in Database > Casts.
- The "Change Cast Status" panel now allows cast events to be assigned as change targets.
- Fixed the notation in the "Call C# Program" panel so that the description is different from Vector4 when the parameter is of type Color.
Variable Usage Location†
- Fixed so that variables quoted in message texts and layouts are also listed.
Game Definition†
- The number of action buttons that can be assigned has been increased from 3 to 10.
You can set your own keys in "Key/Button Assignments" under "Rules and Operations".
- A function to vibrate the controller in response to screen vibration has been implemented.
It can be enabled/disabled from Game Definition > Project Settings.
- The "Standard Turning Speed" setting has been added to the "Movement (Inertia)" section under "Rules and Operations.
In addition, a panel to "Change Turning Speed" has been added to the "Player" and "Events" categories, respectively.
- Added "Pause Event Walking as Needed" to "Movement (Inertia)" section under "Rules and Operations".
Using this feature, the user can choose whether to stop walking by the "Movement Pattern" of the event while the menu is being displayed.
Database†
- The UI has been improved for specifying the abilities of skills in the Skills > Basic tab.
- The UI has been improved for specifying the ability of items in the Item > Change Elements tab.
We changed to a method of adding entries and summarizing the fields to make it easier to review the abilities of the items and skills. It is also designed to adapt easily to future enhancements. The change to an additive UI will be applied to other sections in the Database in the future.
- Added "No Collision with the Same Cast Member" switch to the Casts > Others tab.
The same cast members will not collide with each other even if "Collide with Other Events" is turned on in the cast event setting.
- Decimals can now also be used as the specified values for the following settings.
Previously, only integer values could be managed, but this has been extended to allow more flexible specification.
- "Basic Increase Value" in Casts > Basic Tab > Growth Factors
- "Basic Increase Value" in Classes > Basic Tab > Growth Factors
- "Reward for Being Defeated as an Enemy" in Casts > Battles tab (item drop rate setting)
Map Editor†
- When placing a stamp, even if the "Place on Top" button in the bottom menu of the Map Editor is ON, the stamp will not be placed on top if there is no collision specified.
- The preview on the "Terrains" tab of the Stamp Palette now shows the texture specified for the terrain.
If it does not appear, try changing the size of the preview frame.
Camera Tool†
- A function has been added to the camera properties "Basic Settings" to specify the interpolation time and method from the previous camera.
Test Play†
- An option has been added to the Options > Cast Parameter Check View to show casts on maps.
This can be specified in the "Option" added at the top of the Check View. You can choose whether to display all parameters of the cast members or only a limited range of information, such as their location.
Resources†
- For each resource section, the tabs that appear in the Asset Picker when the Add button is pressed have been narrowed down to only those that are appropriate.
Improvements have been made to this feature to reduce confusion, especially when importing 3D assets from DLCs.
Top Menu†
- The maximum number of history projects displayed in "History" has been increased from 20 to 100.
- In "History," the ability to select multiple projects and delete them from the History while holding down the Ctrl key has been added.
Plug-ins†
- Added description that bool/Vector2,3,4/Color can be used as parameters and return value of BakinFunction.
Others†
- Fixed that letters that do not exist in the font used when the game is executed are taken from the system font.
- A "Delete All Error Thumbnails" option has been added to the "View" menu in the top menu of the Map Editor to delete all thumbnails that failed to be created.
Bug Fixes†
Database†
- Fixed a bug in which "0" could be entered as the initial value for the status "Max HP" in the Casts > Basic tab.
Layout Tool†
- Fixed a bug where the menu container property "Hide when Menu is Opened" did not support battle commands.
- Fixed a bug that caused incorrect display in the game when using sprite animations for the "Container for Speech Bubble" in the Layout Tool of the Conversation and Message screens.
- Fixed a bug when rendering a texture specified as "FILL_STRETCH" and "NO_SLICE" as a "window", it was being rendered 4px narrower.
Assigning 2 to the property "X Margin for Slider" under Resources > Images will maintain the conventional behavior.
Resources†
- Fixed a bug in which "Movement/Rotation/Scale Disable Nodes" in the Motion Settings was not reflected in the preview.
- Fixed a bug where the screen vibration setting was not being reflected on the particle preview.
- The rendering order of subgraphics for 2D stamps has been corrected to be constant.
- In Blend Shapes, an exception occurred when creating a Clip by assigning a "model with no shape key" and selecting "Add All Keys".
Events†
- Fixed a bug that prevented array variables from being specified correctly in the edit UI for "add target element type" event panels, such as the "Change Cast Status" panel.
- Fixed a bug in the "Obtain Cast Status" panel where the status of some cast events could not be obtained.
- Fixed a bug that was preventing export/import from working correctly for events using panels with array variables as parameters.
- Fixed a bug that caused a variable entry with the name in question to be made on the normal variable side when a panel with an array variable as a parameter was copied and pasted.
- Fixed a bug that caused an exception when trying to retrieve "the item's original parameters specified in Database > Items" for items that cannot be enhanced.
- Fixed a bug that prevented specifying the ally side placement in the "Execute Battle and Check Results" panel placement adjustment since Ver. 1.7.0.
- Fixed a bug where the "Recover/Reduce HP for This Event" panel was not synchronized with the status in some cases.
Battles†
- Fixed a problem in which the "Attack Camera" did not return to the "Standby Camera" when the last action of the turn was a normal attack by a monster during a battle.
Play Execution Issues†
- When the event "Falling by Gravity" is turned off, the prevention of falling from cliffs is no longer activated.
- Fixed a bug where added statuses were not reflected in some cases for casts on maps.
Camera Tool†
- Fixed a bug where the light coefficient specified in the conversation scene camera was not reflected during play.
Along with this correction, the DOF setting has been disabled in the conversation scene camera. The DOF-related settings in the camera properties are also not allowed to be changed. This is because the background must be transparent and cannot be enabled.
Map Editor†
- Fixed a bug regarding event symbols on the Map Editor where the "Lights on Buildings" on/off was not always immediately reflected.
- Fixed a bug that caused an exception when specifying a size of 16384x16384 when creating a new map.
Game Definition†
- Fixed a bug in the Initial Accompanied Members list in the Start Settings. Cast members' statuses were being cut off.
- Fixed a bug that caused the "Select Target to Swap Places" section to not return to the default term when "Restore to Initial State" was pressed under Game Definition > Common Terms.
Ver. 1.7†
New and Improved Features†
Toon Shader & Outlines†
- '' Added "toon shader" and "outline settings" to the Resources>Materials properties.
You can assign a "toon shader" to a material in an FBX model and set each map and parameter to create a cartoon style appearance.
We have also added new options to specify the presence of outlines, color, and thickness.
For an explanation of toon shader properties, please see Shaders.
(!)Bakin supports FBX format only.
For information on how to convert from VRM format to FBX format and import into Bakin, please refer to Convert VRM to FBX and Import to Bakin.
The implementation of the ability to directly read VRM format files is currently under consideration.
Blend Shapes†
- The following features regarding blend shapes have been added.
It can be called from an event by combining keys contained in the model.
This can be used to add facial expressions to 3D models.
- A "Blend Shapes" menu entry has been added to Resources.
- Added "Apply Blend Shapes to Player/This Event" panel to the "Player" and "Events" in the Event Categories.
You can apply it in the following steps.
1) Create a clip with a combination of keys in Resources > Blend Shapes.
2) [u]Assign blend shapes to be applied to the stamp in the Blend Shape Settings field of the 3D Stamp.[/u]
3) Assign a clip to play in the Event Panel.
Conversation Scenes†
- Creating a camera for conversation scenes & specifying rendering settings and the ability to select the camera to be used for the conversation scene.
This makes it easier to utilize the 3D models as standing pictures for conversation scenes.
- A "Conversation Scenes" folder has been added to the Camera Tool.
Select this folder and press the Add button at the top of the tree to add a camera.
There are buttons above the camera preview to place the conversational characters to the left and right. Settings particular to the camera for conversation scenes include "Cast Spacing" and "Cast Angle". Preset data for conversation scenes are included in the "Preset Data (for camera)" and "Rendering Settings" sections.
- A "Switch Conversation Scene Camera" panel has been added to the Cameras in the Event Categories.
Specify a camera for the conversation scene in the Camera Tool and assign that camera with this panel.
- Assigning blend shapes in the "Display Conversation" event panel is now supported.
You can assign a Clip created in Resources > Blend Shapes.
If the following Clips are created in the Blend Shapes, they will be used for blinking and lip-synching in conversational scenes.
The speed of the blinking and lip-synching can be adjusted in the Input Support Forms.
Consumption Statuses†
- A function to add "Consumption Statuses" has been implemented.
Added the ability to specify statuses with a maximum/current value, such as HP and MP.
[u]This feature will be further improved in the future to make it easier to use for items, etc. [/u]
Database†
- The "Casts" and "Classes" Status dialog can now specify "Consumption Statuses" such as HP and MP. Damage and recovery colors can also be set.
- The "Damage Formula" and "Battle AI Conditions" of the cast can now use consumption type statuses.
- Added to the Basic tab of Skills, the consumption status other than HP/MP as Consumption Elements by the use of the skill.
Events†
- The following event panels have been modified so that the consumption status can be selected.
- Screen Effects: "Specify Game Over"
- Statuses: "Obtain Cast Status", "Change Cast Status"
- Battles: " Recover/Reduce Battle Cast's HP/MP", "Obtain Battle Information"
- The following event commands have been modified so that all consumption statuses are eligible for recovery.
- Statuses: "Fully Recover Party"
- Conditional Judgment: " Display Inn and Check Results"
Layout Tool†
- Added special formats for displaying consumption status.
Additional Functions†
Map Editor†
- Added the ability to assign a color to symbol icons representing events without graphics.
This function is used to change the color of map-to-map movement events and key events to make them easier to distinguish on the Map Editor.
Right-click on the symbol with an "E" in the Map Editor and select "Event Symbol Color" in the context menu.
- When raising/lowering terrain, only the "currently selected objects/events" are now moved up or down in Y position according to the terrain.
Previously, when only terrain was selected for raising/lowering, objects on top of the terrain would move up and down with the terrain, even if they were not selected.
Only the currently selected objects will move together with the terrain.
- In the Placed List palette, the deletion process of events involving movement, such as doors and stairs, has been sped up.
Events†
- Cast level can be changed in the "Change Cast Status" panel.
- Added a function to the "Advanced Variable Box Operation" panel to retrieve the current number of people in the reserve slots.
Battles†
- Improved the battle message layout to skip the time for displaying battle messages if the content of the layout is empty.
Plug-ins†
- Added "FixedUpdate" to C# script with always 60 calls per second.
Resources†
- Zooming process by wheel and panning behavior by middle drag in model preview have been improved.
- Material preview has been improved so that a stamp using that material can also be selected as a model for preview.
Others†
- Improved color picker history recording method.
Bug Fixes†
Play Execution Issues†
- Fixed a bug that could cause local lights on the moving map to affect the background during battles.
- Fixed a bug that could cause an exception if a map move were performed during the transparency/untransparency of a stamp's subgraphic.
- Fixed a bug that caused the game to start from very high coordinates when starting the game outside the map.
Battles†
- Fixed a bug that caused member placement to be corrupted when adding or deleting members during a battle.
- Fixed a bug that caused attack range calculations to be performed at the position before the move even on the next turn when a monster automatically moved to the front during battle.
- Fixed a bug in the damage display process in map battles that caused the display coordinates to move to the map origin when the damage target was discarded.
- Fixed a bug that sometimes prevented the SkyBox from being rendered at certain times during battles.
Events†
- Fixed a bug in applying "Advanced Settings" in the "Specify Game Over" panel that caused the game to become inoperable at game over if the "Common Events to be executed after movement" were not assigned.
- Fixed a bug in which when a party member was removed using an event when the reserve slot was full, the member in question could not enter the reserve and data was lost.
- In the "Display Inn and Check Results" panel, the "Recover from KO" checkbox specification was not being saved correctly.
- Fixed a bug in the "Add/Remove Party Member" panel in which the function to assign a variable to a departing member did not work.
- Fixed a bug in the "Recover/Reduce Battle Cast's HP/MP" panel that caused an exception if a value less than or equal to 0 was assigned using a variable.
Layout Tool†
- Fixed a bug that caused the player to freeze when "invalid menu entry" was assigned to the submenu container as the "menu entry to move to when the cursor is pressed".
- Fixed a bug in which the "Wait to Close" function, a property of the Free Layout for Event, did not work correctly only for the "When Player Makes Contact with Event" trigger of the event start condition.
- Improved behavior when the number of columns and rows in the menu container is set to 2 or more in the Replace Members layout.
Map Editor†
- Fixed a bug that prevented folder information in the Placed List from being readable.
- Fixed a bug that prevented the lock icon from operating when copying and pasting groups in the Placed List.
Common Event Editor/Common Event Palette†
- Fixed a bug that the view ON/OFF check was not being saved for folders of common events.
- Fixed a bug that caused folder information (view ON/OFF, etc.) to be initialized when exiting the Common Event Editor with Cancel.
- Fixed a bug that caused folder information to be lost when a folder in the Common Event List was selected, copied, and pasted.
Resources†
- Fixed a bug that prevented exporting resources added from exrbr files.
- Fixed a bug that material information in the def file could not be read if a material name contained a single-byte space.
- Fixed a bug that caused an exception when selecting Cancel in the overwrite confirmation dialog when selecting a file with the same name as an existing texture when assigning a texture for a material.
- Fixed a bug that could cause parameters to be reflected in the wrong subgraphic only in preview when changing subgraphic offsets, etc.
Camera Tool†
- Fixed a bug that prevented the Camera Tool from working properly when cast-based events were used as gazing points.
Game Definition†
- If there are no layout parts in the layout of the startup logo screen in Layout Tool, the logo display will be skipped.
However, fixed a bug that caused title skip to be ignored if title skip was further enabled in that state.
Ver. 1.6.0.2†
Bug Fixes †
Game Definition†
- Mouse wheel dead zone disabled (the option removed).
The dead zone setting for the wheel itself was determined to be unnecessary and the option was removed. Direct entries in the input device assignment field are ignored.
If the mouse wheel does not work before applying this update, try specifying 0 for the mouse wheel dead zone setting in the "Key/Button Assignments" dialog box.
Events†
- Fixed a bug that caused the following status changes to be cleared when using the event's "Change Cast's Class" panel.
- Equipping items
- Use of items
- Granting of states
- Changed statuses in the "Change Cast Status" panel
- Fixed a bug that caused an exception when trying to add the "Check Whether in Battle" panel to an event and prevented it from being added correctly.
Layout Tool†
- Fixed a bug that when copying and pasting a layout, the destination when pressing the up/down/left/right keys specified in the submenu container would be left blank.
- Fixed a bug that previously prevented copying and pasting of submenu containers unless the menu container was re-selected.
Submenu containers can now be pasted as soon as they are copied.
Database†
- Fixed a bug that prevented scroll bars from appearing in the Change in Abilities/Advanced Settings field of "Item" when many statuses were added.
We will continue to improve the UI in this area.
Test Play†
- In the Cast Parameter Check View, changes in status due to items were not being displayed correctly.
Ver. 1.6†
New and Improved Features†
Battle Camera Set Switching Function†
We have implemented the ability to create multiple battle camera sets, which until now could only be created one set, and switch between them in an event.
This makes it possible to "change the camera between boss battles and normal battles" and "create a special camera set for special moves".
Camera Tool†
- The ability to create multiple battle camera sets has been implemented.
- With the "Battle" folder icon in the camera tree selected, click the "Add" button at the top of the tree to create a new battle camera set.
Events†
- A "Switch Battle Camera Sets" panel has been implemented that allows switching between multiple battle cameras created in the Camera and Battle categories from an event.
- Switching can be performed not only on maps, but also during battles. During battle, the camera is immediately switched when this event panel is executed.
Maximum Level Change Function†
The maximum range of levels that can be reached in the game has been widened, and maximum levels can be specified for each cast and class. This allows for things like "games with a maximum level of 9999" or "a cast with an initial maximum level of 10 can be enhanced to a maximum level of 20 by an event".
Game Definition†
- The maximum level limits for "Casts" and "Classes" in the game can now be specified/changed.
-"Max Level" has been added to the left-most column "Battle Related" under "Rules and Operations."
- Up to 9999 levels can be specified.
- The maximum overall game level specified here cannot be changed during the game.
Database†
- A function to specify/change the maximum level of each "Casts" and "Classes" has been implemented.
- Both can be specified up to a maximum of 9999 levels.
However, the maximum level value that can be specified for "Casts" and "Classes" is limited to the "Max Level" specified in the Game Definition.
Events†
- The "Obtain Cast Status" panel allows you to get the maximum level of cast members in the party and the maximum level of their class.
- The "Change Cast Status" panel allows you to change the maximum level of the cast in the party and the maximum level of the class.
By using the newly added features, you will be able to create games such as the following:
- Maximum level for the entire game is 99.
- Maximum level of Cast A is 99.
- Maximum level of Cast B is 50.
- The maximum level of Cast C is 20; however, events increase the maximum level to 40.
The event may reduce the maximum level, but the current specification is to maintain the current level of the cast/class, since the intent to reduce it is not clear.
Layout Tool†
- A parameter has been added to the special format for status display that allow the maximum level to be displayed.
For example, the special format "\partystatus[]" that displays "Status X of Party Member according to Container Management No." can display the maximum level of that cast by putting 18.
[Other Additional Features]
Database†
- A curve generation function has been added to the "Status Curve Dialog" under "Casts" and "Classes." If you select a single status as Target Status, it will be displayed on the right side of the graph.
We have added the ability to assign values for the start/end points of a curve, such as Lv20 = 200 and Lv80 = 3000, and generate a curve in that interval.
We are planning to support the creation of cases such as, "The growth speed changes before and after a certain level."
Map Editor†
- A "Camera Tracking Range" option has been implemented in the Map Settings > Basic tab to limit the range of the camera's gazing point.
This function is designed to meet the need to avoid showing the edge of the map when walking to the edge of the map. The camera with the gazing point specified as "Player" stops moving within the assigned range.
- The following features have been added to the Map Settings Palette > Render Settings:
- "Sharpen" function for image sharpening has been implemented.
- An option "FXAA" has been added that allows the user to turn off anti-aliasing, which was previously fixed at on.
The parameters for the "Sharpen" settings can be set in the following ranges:
Strength: 0 to 0.1 Distance: 0 to 1
Events†
- A "comment out" function has been implemented in the context menu entry for the event panel, which allows the event panel to be disabled without deleting it.
Right-click in the event panel (or event line if in text mode) to select "Comment Out/Cancel".
Note that commented out panels will not be executed.
- A "Label Definition" panel and a "Label Jump" panel have been added to the "Others" category.
Labels can be set from 0 to 99.
Variables can also be used to specify the label jump destination.
If the jump destination does not exist, or if an invalid value such as a negative value is assigned to the jump destination, it is skipped.
Note that the label jump function is different from the loop function. This command has the same behavior as the "GOTO" command in the "BASIC" programming language. It is possible to create a loop by combining panels, but to get out of the loop, use variables and branching to set up an event that will go through the label jump if certain conditions are met.
This function is powerful, but too much use of it tends to confuse you, so be careful when using it.
- In the "Start Loop" panel of the Control category, the functions of "assigning the number of loop cycles" and "assigning a variable to count the number of loop cycles" have been added.
- The "Make Player Invisible/Visible" panel can now gradually become invisible or visible over time.
- The " Make Event Invisible/Visible " panel can now gradually become invisible or visible over time.
The opaque/translucent state of the cast graphic at "the time transparency/release is initiated" is maintained. In other words, if the "state" changes during transparency and the cast becomes translucent or opaque, it will have no effect while this panel is in progress.
- Added "Abort if Unable to Move" and "Pass Through Events" options to the "Make Player Walk to Specified Coordinates" and "Make Event Walk to Specified Coordinates" panels.
- When "None" appears using the "Make Monster Appear" panel, the monster can be erased without treating it as defeated.
Game Definition†
- The ""Key/Button Assignments"" dialog box has been implemented.
A dialog box opens when you click the newly created "Key/Button Assignment" button in the "Assign Input Devices" field under "Rules and Operations". This function enables easy implementation of key and button assignments in games that previously had to be edited in text.
- Added the ability to select whether to use map battles in the left-most column under "Rules and Operations." The default for new projects will be "Off" from now on.
- Added the ability to display damage values during map battles in the left-most column of "Rules and Operations."
Test Play†
- Improved so that the Debug Window and Cast Parameter View can be closed with F5/F6, even when they have focus, respectively.
Resources†
- New Update (Re-import) buttons have been added to sound and movies to allow file replacement.
- When selecting an icon image in the Asset Picker, the scroll bar is now displayed when the auto scale is released, and the image is enlarged.
Game Play†
- The function to open the end-of-game dialog assigned to Ctrl+D during play has been removed. Please use Alt+F4 from now on.
Bug Fixes†
Problems When Playing†
- Fixed a bug that caused attack range calculations to be performed using the coordinates of the forward movement when selecting an action in battle if the "One Step Forward When Acting" setting was enabled in the Database.
- Fixed a bug that HP/MP recovery items assigned as consumables were not consumed when used in battles since Ver. 1.5.0.
- Fixed a bug that caused a delay in the reflection of the player's direction when moving to a new location during a game when "Get Behind Player Automatically" and "Tank Controls" were specified in the Game Definition, resulting in a screen facing north for a moment.
Layout Tool†
- Fixed a bug in the layout of the Conversation, Messages, Selections, Inns, and Stores screens that caused a crash or did not display properly at runtime when rendering objects were added to the backmost area of the screen.
- Fixed a bug that caused the preview rectangle size and display origin to appear out of alignment when changing the text scale of the text panel or the scale of the parent container.
- Fixed a bug that caused the system layout to be internally replaced with a new one each time the project was loaded if the "Game Run-Time Resolution" was changed in Game Definition > Project Settings.
Map Editor†
- Fixed a bug that caused "Memorize Position" and "Original Cast Information" for cast events to be missing when events were copied and pasted.
- Fixed a bug that could cause some information, such as coordinates, to be shared when copying and pasting a cast-based event.
Events†
- Fixed a bug that caused an exception when playing a camera that did not already exist.
Game Definition†
- Fixed a bug in "Assign Input Device" where an exception would occur when moving the stick when playing with the analog stick dead zone coefficient specified to 1.
Resources†
- Fixed a bug that caused the preview of a material to appear in the Asset Picker preview when Automatically Assign is selected for Material Sharing.
This improves cases where unnatural spheres appear in the preview.
Battles†
- Fixed a bug in which a cast member who became "confused" or "charmed" during battle would take two steps forward when attacking, and the effect would not appear when the cast member attacked an ally.
- Fixed a bug that prevented battles from progressing if "Escape" failed in the battle plug-in sample since Ver. 1.5.0.
Assets†
Fixed general 2D assets related to casts built into Bakin.
Ver. 1.5.1†
New and Improved Features†
Database†
- The Level Curve and Status Curve dialogs have been improved and functionality added.
- When displaying single statuses in the Status Curve dialog, it is now easier to see the curve when reflecting the added value of the class/subclass.
If you select a single status in Target Status, an additional toolbar will appear.
After selecting the class, you wish to apply from the combo box, click the "Addition Value to Class/Subclass Level" button to display a dotted line graph reflecting the effect of the class.
The value of the reflection rate for classes/subclasses can be changed in "Parameter Reflection Rate", which can be set in Game Definition > Rules and Operations.
Bug Fixes†
Sound†
- Fixed a bug that caused the BGS to stop when opening the menu after the fade-in of the environmental sound.
- Fixed a bug that caused the volume in Configuration Settings to be applied twice to reduce the sound when fading in the background music using an event.
With this correction, if an existing project uses a fade-in for background music, the volume will play louder than before. We apologize for the inconvenience, but please adjust the volume on the resource side if necessary.
Events†
- Fixed a bug in the "Display Message" panel where the "Hide Window" was not working.
- Fixed a bug where turning the Party Train on/off would reset the player's subgraphic state.
- Fixed a bug that caused the player's subgraphic state to be reset when a member joins or leaves the Party Train.
- Fixed a bug that prevented the status of casts in map placement from being obtained correctly after Ver. 1.5.
- Fixed a bug that could cause all walks of the same type of events to be interrupted when "Make Event Walk to Specified Coordinates" was used for dynamically generated events with "Wait to Complete" turned off.
Database†
- Fixed a bug that prevented negative values from being entered for the initial value of the "Class" status since Ver. 1.5.
- Fixed a bug in which the "Parameter Reflection Rate" specified in Game Definition > Rules and Operations was not reflected in the initialization process for new statuses set for a "Class".
- Fixed a bug where, for cast members who had a class assigned to their class/subclass, when the class was changed to "None", the class "None" was added to the tree field in Database > Classes.
However, the class "None" that was generated by this bug is not saved, so the data being created is not affected.
Camera Tool†
- Fixed a bug that prevented the camera from being edited properly in the Camera Tool when a map with the same name existed.
- Fixed a bug in which the gazing point sometimes remained at the origin (0,0,0) until the playback button was clicked when editing a camera with the Camera Tool.
Map Editor†
- Fixed a bug that prevented camera playback in the Edit Battle Layout dialog.
Resources†
- Fixed the timing of all overwrite confirmations to be the beginning when trying to add a file with the same name in the Asset Picker.
- Fixed the Re-import Dialog to be displayed when choosing Overwrite when trying to add a model file with the same name in the Asset Picker.
- Fixed a bug that caused unnecessary overwrite confirmations for images/textures when adding resources.
Test Play†
- Fixed a bug that the values of attack/defense power displayed in the Cast Parameter Check View were different from the actual values since Ver. 1.5.
Others†
- Fixed a bug that caused unfinished theme features to become available.
- Fixed a bug where event and player emissive settings were not being applied when changing Rendering Settings.
- Fixed a bug that sometimes caused the map to be rendered centered on the origin coordinates for a moment at the start of the game.
Ver. 1.5.0.7†
Bug Fixes†
- A bug in which statuses were not loaded correctly in saved data of versions prior to Ver. 1.4.
- A bug in the Cast Parameter Check View, where the final attack power displayed was different from the actual value.
- A bug in the "Specify Battle Cast Action" panel, when "Attack" was selected as the action, the target specification was not working.
Ver. 1.5.0.6†
Bug Fixes†
- A bug that causes a crash in test play when the initial level of a cast member with a customized level curve is 2 or higher.
- A bug in the Casts > Others tab "Invincible Time after Damage" settings were not saved.
- A bug that the sorting of the Item List by Database Order sometimes does not work correctly.
- A bug in which the exported game does not start if there is an empty "battlescript" folder in the project.
Ver. 1.5.0.5†
Bug Fixes†
- A bug that occurred when an event was specified in the Common Event to be Called field of a skill, the skill would always wait to complete the event before activating the skill.
- A bug that an exception occurred when selecting "None" image when creating a new sprite set with the Sprite Tool.
- A crash occurred when a model with the same name as an existing resource was added and overwritten in Resources>Models.
Ver. 1.5†
New and Improved Features†
Adding Statuses, Level and Status Growth Curve Adjustment†
Database†
- A "Status Editor" dialog has been implemented to add/delete statuses.
It can be opened from the button in the Basic tab under "Casts" and "Classes".
You can add statuses, set names, keywords and numbers to refer to them.
Please note that the added statuses must be set in the Damage Formula to be reflected in battles.
- A "Status Curve" dialog has been implemented to allow customization of the status growth curve.
- A "Level Curve" dialog has been implemented to customize the amount of experience required to reach each level.
Both dialogs can be opened from the newly created buttons in the Basic tab of Database > Casts or Classes.
The "Relative Value" option in the "Level Curve" and the individual status options in the "Status Curve" also allow you to select multiple cells and enter values so that the same value is reflected in each cell.
The "Addition Value to Class/Subclass Level" in the "Status Curve" dialog opened from the Casts section is a function for displaying a graph that includes the effect of the class assigned to the cast.
This function is only available when an individual status is selected as "Target Status".
Click on "Addition Value to Class Level" to turn it on, then enter the value in the spin box next to it. A dotted line graph will be displayed with the status value added of "[cast level + set value] class level".
Events†
- Added "Obtain Cast Status" panel and "Obtain Item Parameter" panel to the "Statuses" category and "Variable Boxes" category.
- The following event panel UI has been modified to accommodate the addition/deletion of statuses.
- Item Enhancement" panel
- Change Cast Status" panel (renamed from "Increase/Decrease Cast's Ability Value")
- Get Battle Information" panel
Layout Tool†
- With the ability to add statuses, the special format parameters used to display status-related information have been changed.
The existing parameters are retained, so there is no need to change the current layout data.
For parameters, see "Special Format Parameter Details" on the right side of the Special Format Insert Dialog when you select the appropriate special format in the dialog.
- Added the special format \growthfactorname which displays the status name.
Related to Battle Scene Customization†
Events†
- The timing for inserting battle events has been increased, making it easier to add various effects and dramatic elements to the battle scene.
- The start condition for battle events has been increased.
Added options for event sheets of battle events: At the Beginning/End of Action and When Command Selection Starts/is Decided.
- The following information can now be obtained from the "Obtain Battle Information" panel.
- Index of cast during currently in action or command selection
- Type of action and attack target of the cast currently in action
- The "Recover/Reduce Battle Cast's HP/MP" panel has been modified to use a formula for damage.
- Enhanced battle test function.
- Added the ability to save and restore party settings.
- The level of class can also be set.
Database†
- Added "Activate after Completion of Common Event" to the Basic tab of Skills.
This makes it easier to "activate a skill after the cut-in effect".
- In the Casts > "Battles" tab, the Bare Handed Damege formula can now be set.
- The "Ability Enhancement/Weakening" field of the "Effects on Allies/Enemies" tab of the "Skills" now includes the user-added status as a target of the ability change.
- In the "Influence on Abilities" column of the Status Definition > "Influence of State Change" tab, user-added status can now be included in the scope of ability change.
Game Definition†
- A function to change the color of the numbers in the battle damage display has been implemented in the "Rules and Operations" section. The color can be changed for each of HP damage, MP damage, critical, HP recovery, and MP recovery.
Layout Tool†
- An option has been added to the properties of the menu container that allows the player to select whether the menu decision action can be performed with a single click.
- Added special formats for displaying the consumable items of the currently selected skill in the menu.
In addition, it is now possible to automatically disable the display of options that have not been specified in the Database regarding the HP/MP/items consumed by the currently selected skill.
For example, if the HP consumption of Skill A is specified as 10 and the consumed item is "10 gems," even if the display of MP consumption is specified in the layout data, it can be automatically hidden in the game.
Please refer to the description section of the skill being selected on the Skill Selection screen in the System Layout.
Events†
- Added the ability to obtain analog values for each axis using the "Operation Key" in the "Advanced Variable Box Operation" panel.
(Analog) is an input type that allows obtaining the strength of the input as a decimal value between 0 and 1, if the gamepad supports analog input.
If digital input is made with a device such as a keyboard or directional keys, the value will be 0 or 1.
- Improved the player's operation to be allowed when a conversation/message is displayed in a parallel event.
- About the "Call C# Program" panel: bool return/parameters and Microsoft.Xna.Framework.Vector2/Vector3/Vector4 style parameters are now supported.
Bug Fixes†
Map Editor†
- Fixed a bug that prevented the deletion of a map in a project immediately after it was newly created.
- When rotating an object on the editor, the object is now not placed on top of the object, even when "Place on Top" is ON.
- Fixed a bug that could cause the delete operation on the Common Events palette to not work correctly.
- The behavior of the Quick Toolbar when locked in the Placed List palette has been modified to be matched with objects and events.
- Fixed a bug that could cause destination symbols that still had referents to disappear.
Layout Tool†
- Fixed a bug in which the set display origin was not accurately reflected when multiple lines were displayed in the text panel of the Layout Tool.
For example, when two lines of text were displayed in a text panel with the display origin centered, the center of the first line was displayed as the origin.
This correction will allow the text panel to be centered correctly.
This may affect the layout you have created, so please take a moment to check your project.
- Fixed a bug that caused "Enhanceable Items" to always appear at the top of the list when "Database Order" sorting was used in the layout properties.
- Fixed a bug that caused the layout of speech bubbles to be corrupted when trying to display long text that could not be displayed in the size set in the properties of the layout part in the speech bubble.
- Fixed a bug that caused shortcut keys such as Ctrl+C to react incorrectly while renaming layout parts.
- Fixed behavior so that Free Layout for Event screens displayed from menus, etc., can be hidden by the event's Free Layout for Event hide process.
- Fixed a bug in "Skill Activator Selection" where the auto-sort setting for skills was not working.
Database†
- In the battle formula, a bug has been corrected in which the calculation order was not calculated correctly when operators of the same priority, such as * and /, + and -, were arranged without parentheses.
As a result of the above, the calculation results of the existing formulas may change. We apologize for any inconvenience this may cause.
- Fixed a bug in which the damage formula was not correctly reflected when colliding with a cast whose type setting was "Enemy" or "Both" on a map.
Please note that in cases where random numbers are used in the damage formula, the damage will vary.
The default damage formula includes a random number (rand) added to the end of the formula.
(max(a.atk / 2.5 - b.def / 4, 0) + a.eatk * b.edef) * rand(0.9, 1)[/u]
- Fixed a bug in which changes in the status of percentage-designated states/equipped items were not reflected correctly when leveling up or loading game save data.
Resources†
- Fixed a bug that caused an exception when copying or pasting while changing the motion name in the sprite.
- Fixed a bug that prevented adding resources by dragging and dropping .exrbr files into the resource file tree or Map Editor.
- Fixed a bug that caused Bakin to crash when attempting to add an incorrectly formatted sound file.
Play Execution Issues†
- Fixed a bug where if the player was on an event and the event sheet change occurred and the size of the collision changed, the riding state could not be released.
- Fixed a bug in which the "color of the hidden part" of the cast member who newly took the lead became transparent when the first cast member finished a battle in the KO state and the order of the Party Train was switched.
Battles†
- Fixed a bug that prevented skills with a common event set to be called when the skill target is "None" for both allies and enemies from being activated during battles.
- Fixed a bug in which the scale of events placed on the battle background was not reflected.
- Fixed a bug that prevented the "Make Battle Cast as Operation Target" panel from displaying emoticons and effects targeting "This Event" during battles and events.
Sprite Tool†
- Fixed a bug that sometimes caused images to become unintentionally transparent when editing various "Change Methods" in the properties of a new frame using the Sprite Tool.
Events†
- Fixed a bug that prevented mouse dragging to scroll the event edit screen after Ver. 1.3.2.
- Fixed a bug that "Orientation after Move" in the "Teleport Event" panel was no longer reflected after Ver. 1.3.2.
- In panels where cast status and item parameters can be saved in variable boxes, a bug has been corrected that could cause layout corruption in certain selected states.
Others†
- Fixed a bug where particles placed directly on a map were sometimes not displayed.
- Fixed a bug that caused the bumps to be reversed in some cases in models that used inverted normal maps.
- Fixed a bug that sometimes prevented the Map Editor from being restored from the Windows taskbar after minimizing it.
Ver. 1.4†
New and Improved Features†
[Plug-ins]†
- Allows C# programs to link arbitrary DLLs.
// @@link meta-syntax functionality improvements to allow you to link and use your favorite DLLs.
A sample plugin that allows you to give your game the Steam Achievement System is available on the Steam Workshop. Please see Plug-in Samples.
<For Those Who Create Plug-ins>
As an existing feature, another .cs file can be imported by including the following statement in the code.
// @@include xxx.cs
This is especially useful when large processes are divided into multiple cs files, and the battle scripts in the "Battle Plug-in Sample" project make extensive use of this feature.
Although only the root BattlePluginDef.cs is targeted for build from Bakin, it is possible to target all battle processes for build by incorporating branch and leaf processes through @@include described there.
We hope you will find it useful.
- A "Call C# Program" panel has been implemented in the event "Control" category, which allows calling functions (methods) described in C# programs.
Assign .cs file to an event using "C# Program Assignment" in the lower left corner of the Event Editor and use the "Call C# Program" panel to call various functions (methods).
A sample plug-in that enables you to give your game the Steam Achievement System is available on the Steam Workshop. Please see Plug-in Samples.
- We have implemented a function that allows you to import a set of event plug-ins written in C# into Bakin in a batch by changing the extension of the zip file to ".csrbr".
It can be added from the event sheet "C# Program Assignment" field.
.csrbr files can also be uploaded to the Steam Workshop.
Note, however, that battle plug-ins are not supported.
- We have added a function to the Extension menu to allow easy copying of the latest battle plug-in sample.
The battle script in the "Battle Plug-in Sample" in the Game Gallery are updated successively as updates are made.
If you are using Bakin Ver. 1.3.0 or earlier, please replace the battle script with the latest version of the above project.
[Map Editor] †
- Added configuration settings functionality.
It can be opened from "Functions" in the top menu of the Map Editor.
You can customize shortcut key assignments for tool operations.
You can control the settings in the "Configuration" menu of Bakin's top menu, in the Map Settings palette > Editor Settings tab, and in the Game Definition > Project Settings dialog.
- Added shortcut keys.
Shortcut keys have been added along with the addition of the lock function for placed objects and other functions. Please refer to the "Configuration" function above for the added shortcut keys.
- After a copy operation on a map, a box indicating the area to be pasted is now displayed.
This feature was added to solve the problem of not knowing the size of the copied area on the map and thus being unsure of where to paste.
- Entries that are locked in the Placed List are no longer selectable in the Map Editor.
It is possible to select that entry on the Placed List.
[Resources] †
- Improved the functionality of the dialog for selecting whether to share materials with materials in the project that use the same textures when importing models.
- Materials with the same textures in the project can now be automatically assigned.
- The functions have been reorganized into three categories: Automatically Assign Materials, Manually Select Materials to Assign, and Add All as New Materials.
- Material properties are now displayed in the Asset Picker that appears when "Manually Select Materials to Assign" materials.
[Layout Tool] †
- Free Layout for Events can now be displayed during battles.
It was previously disabled during battles but can now be displayed.
- It is now possible to sort skills. Added setting to automatically sort when certain layouts (Item Selection, Skill User Selection, Skill Selection, Battle Item Selection, Battle Skill Selection) are opened.
This can be set in the layout properties of each screen.
The default sort order is "Obtained Order".
- The color of text used in the spin panel can now be changed.
[Game Definition] †
- A "cursor hide mode" has been implemented to help create FPS-type games.
A selection "Hide Mouse Cursor While Moving" has been added to the Rules and Operations > Operation section.
When this feature is turned on, the mouse cursor will not appear when moving during play.
Please note that opening the menu screen will bring up the cursor.
[Events] †
- When a Free Layout for Event is hidden using the "Display Free Layout for Event" panel, all layouts opened from that Free Layout will also be hidden.
- A "Wait to Close" option has been implemented in the "Display Free Layout for Event" panel.
- The "Enable/Disable Camera Operation" panel can now also disable camera resets.
Bug Fixes†
[Events]†
- This will result in the following differences depending on whether the item's custom event is specified as "Enhanceable" or not.
"Enhanceable" OFF: all the same items use the same local variables. This local variable remains after it is lost from the belongings and is used as a local variable for custom events for items that are subsequently reacquired.
"Enhanceable" ON: Uses a separate local variable for each item. When an item is removed from belongings, the local variables are also removed.
Deleting variables is also to avoid making the debug window difficult to see with variables that are no longer in use, and to avoid the ever-increasing amount of saved data for that game.
- Fixed a bug that caused an exception when trying to reduce unpossessed enhancement items using the "Increase/Decrease Item" panel.
- Fixed a bug where when creating and playing back a camera gazing at an event, it would target the initial position of the event instead of the current position of the event.
- Fixed a bug in which an event with "when contact" as a start condition would not start if the player overlapped with multiple events for which the "Collide with Player" setting on the event sheet was turned off.
- Fixed a bug where events with the "Collide with Player" setting on the event sheet turned off could interfere with the walking process of the player in the air.
- Fixed a bug in the "Display Free Layout for Event" panel in which the ability to specify a layout with a string variable was not working properly.
- Fixed a bug where the arrow in the speech bubbles did not appear the second time or later when "Display Message " was used in the speech bubble type since Ver. 1.3.2.
[Resources] †
- Fixed the searching process for similar materials in the project to import when adding models.
- When adding motions to a motion set, the add button was disabled when selecting in the folder view or selecting a folder in the tree view.
- Fixed a bug where image size values were not immediately reflected when re-importing textures in the resource window.
[Layout] †
- Fixed a bug in which text was not displayed correctly when trying to display text "other than left-aligned" in conversations and message displays.
- Fixed a bug in the layout of the map screen in which the map was not displayed correctly when using an animation to change the scale when displaying the map.
- Fixed a bug that caused the OS system sound when using shortcuts such as Ctrl+V when operating the Layout Tool.
- Fixed a bug that caused an exception when executing a common event in a submenu container for which "Disable Auto Assignment Container Management Number" was selected on the "Enhancement Item Selection" screen.
- In the "Enhancement Item Selection" screen, an incorrect layout was generated when creating a new project.
This bug caused a layout with the same content as the system layout to exist on this screen. This layout was unusable because the content was rewritten and not saved.
We are working to prevent this unwanted layout from being generated and to remove it from existing projects.
However, it does not affect the actual creation.
[Game Definition] †
- Fixed a bug in Tank Controls type operation mode where the larger the processing drop, the smaller turns were made in the steering wheel.
[Play Execution Issues] †
- Fixed a bug that caused CPU load due to cache left in memory when entering and leaving maps.
- Fixed a bug that caused a momentary jerky movement when playing back a camera with an LPF type other than "None" for the first time.
- Fixed a bug in which the source for comparison of the calculation of the number of "items set to be enhanceable " was the total number of the same item, e.g., "when purchasing an item.
This is in response to a bug that prevented the purchase of multiple enhanceable items.
- The limit on the purchase of "items set to be enhanceable" has been modified so that it is the lesser of two values: the number of items that can be purchased within the range of money in possession or the number of available item slots.
- Fixed a bug in which the "available item slots status" was not considered when checking the unpurchasable check in the item sales list display when purchasing items.
[Plug-ins] †
- Fixed a bug that sometimes prevented the test play from closing in an infinite loop when an error occurred during the execution of a C# program.
Ver. 1.3.2.7†
Bug Fixes†
[Events]†
- Fixed the following bugs related to the "Teleport Player" / "Teleport Event" panel when "Use Variables" is selected as the destination.
- If the destination coordinates are specified with a "direct value", the next time the project is loaded, the destination coordinates will be 0,0.
- If the map ID is specified as a "direct value", it will teleport to map ID:0 regardless of the number set.
- Regardless of the setting of the "Auto" checkbox in the "Specify with Variable Boxes" column, it will teleport to the elevation of the terrain.
- If a map ID is specified, the elevation is calculated from the "map from which you are moving".
[Battle Plug-ins]†
- Fixed a bug that caused an exception on the result screen when executing battle scripts included in older battle plug-in sample prior to Ver. 1.3.0.
Although we have corrected the above, we recommend that users of the older battle plug-in sample re-copy the battle scrips folder from the latest battle plug-in sample.
- [For Those Using Published Work Export]
Bugs are being fixed with each update.
If you have exported and published your work with an earlier version, re-exporting with the latest version of Bakin will help alleviate any problems that may occur with your work.
Please update your own work as needed.
Ver. 1.3.2.6†
Bug Fixes†
[Play Execution Issues]†
- Fixed a bug that only one state change was recovered at a time when the recovery conditions for multiple state changes were met at once.
- Fixed a bug that caused a white frame to appear around the player when a 2D stamp (billboard) with lighting set to OFF was assigned as the player's graphic.
- Fixed a bug that during game play, if the cursor was moved out of the window while holding down the right or middle mouse button, the pressed state would not be released.
[Battles]†
- Fixed a bug that caused an ally's battle KO state effect to appear twice during battle.
- Fixed a bug that caused the result screen to be very slow when the attribute of a class was set to "None".
- Fixed a bug that occasionally caused particles created with Effekseer to be skipped without being displayed when used in battle or in the "Display Effects" panel.
- Fixed a bug in which attack ranges were not applied correctly in center-click test plays or exported public works.
[Others]†
- Fixed a bug that caused particles and model textures to blink on and off in CPU built-in graphics environments on Intel 10th generation Core or later, which was caused by operational improvements in Ver. 1.3.2.
Ver. 1.3.2†
New and Improved Features †
- We have completely reorganized the area around the determination of what hits what in terms of collision detection.
In event sheets, bugs such as events not hitting each other when "Collide with Player" is turned off, even if "Collide with Events" is turned on, have been resolved.
Please note that this is an improvement in behavior, but it also involves a change.
If this affects your most recent work, please roll back to 1.3.1 and proceed with your work, and then consider changing to the 1.3.2 specification.
Please refer to the following manual for specific behavior.
Collision Detection between Cast Members and Events
[Functions Related to Footsteps]†
''Added the ability to give objects footsteps or "states" that occur when walking on them.
We have also added the ability to change the volume and playback speed of footsteps.''
- [Resources]
- An option "Terrain Assignment" has been added to the properties of the 3D/2D stamps.
- By assigning "Terrain " to a simple collision of stamps, the "sound effect" set for "Terrain" and the "state" change given will be applied.
- This setting is also valid when objects are eventized.
- [Events]
- Added "Change Footstep Settings" panel to the player category.
- [Game Definition]
- Added "Footstep Settings" to Rules and Operations to allow the volume and tempo of footsteps to be changed.
[Resources]†
- The ability to billboard objects has been implemented.
A switch has been added to the Resources > 3D/2D Stamp Properties > Basic column.
This makes the object rotate and face the camera according to the camera position.
However, rotation is limited to the Y axis.
- The order of the Collision List in the Physics Settings can now be changed by drag & drop.
- For models with terrain exported as fbx, we have added a map_terrain shader that can easily reproduce the same tint as the terrain.
Specify this in the Shader of the Materials.
- System project resources are now excluded from the selection of shared materials when adding models.
- In the sprite preview, the scale can now be changed with the wheel.
[Events]†
- Added "Use Physical Keyboard" option to the "Input String Variable" panel and "Rename Party Member" panel.
This allows for direct input of strings from the keyboard during event execution.
- In the "Teleport Player" panel and "Teleport Event" panel, the Y coordinate (height) of the destination can now be specified.
- Y coordinate option has been added to the "Make Player/Event Walk to Specified Coordinates" panels.
However, if the target player/event has Falling by Gravity turned on and the terrain is not connected to the specified elevation, the player/event will teleport to the specified elevation to make it add up at the end. Note that Falling by Gravity must be turned off in order for the walker to walk while also interpolating elevation.
- Added "Group of the Last Skill Used (0=Party, 1=Monster)" and "Cast Number of the Last Skill Used" to the "Get Battle Information" panel copy source.
- In the "Execute Battle and Check Results" panel, "Inescapable" can now be turned off and "No Game Over Even If Defeated" can be turned on at the same time.
This will allow "escapeable and not game over" battles to be performed only on this panel.
[Database]†
- Variables can now be used in the damage calculation formula during battles.
- Added the ability to change the invincible time for damage on the map for each cast in Database > Cast > Others tab > "Generate Events".
[Map Editor]†
- The ability to rotate the map being edited in 90-degree increments has been implemented.
Added arrow buttons for rotation to Edit > Scroll Entire Map in the top menu of the Map Editor.
- Added an ON/OFF function that temporarily removes the Placed List from operation.
Click on the lock symbols in the list to switch.
- The Terrain: Same Type Selection tool in the Tools palette now selects adjacent "terrain groups".
Alt+ will select only the "same terrain" ignoring terrain groups as before.
This improvement makes it easier to select the placed area when a terrain group is placed with the Random Pen.
< Grouping of Terrain>
In each menu in Resources, tags can be set to group terrain or objects with the same tag.
The tag setting field is located below the entry tree.
When placing terrain with the Random Pen tool, it is randomly placed from the same group of terrain as the selected terrain.
For example, the cracked wall in the "Dungeon RPG Sample" is made by grouping two types of terrain and placing them in the Random Pen.
- A new button has been added to the right of the test play button to allow the user to select saved data and start test play.
The button labeled "...".
- The Map Editor now scrolls the map when the mouse cursor reaches the edge of the screen while dragging.
- In the Map Settings > Enemy Distribution tab, the currently selected area is now highlighted.
- When the "Falling by Gravity" setting of an event is changed for the first time, a dialog box explaining the effect of the "Falling by Gravity" setting is now displayed.
[Layout Tool]†
- "Management Tags for Items to be Displayed" can be used to specify tags for narrowing down the list of items that can be enhanced.
[Battles]†
- After entering a battle command, if the target has moved out of attack range when the attack is executed, the target has been improved so that the target is changed to an opponent to whom the attack can reach.
[Others]†
- When the window size of the execution engine is different from the aspect ratio of the Game Definition, such as in full-screen mode, the window is now displayed with a black band instead of being stretched out.
With this function implemented, projects created with a resolution of 16:9 aspect ratio will have black areas on the left and right sides of the window when test play is performed with the window maximized. This is due to the fact that the rendering area in the window is not in 16:9 ratio depending on the window frame.
If the window mode is not full screen, or if full screen mode is selected by pressing the F4 key, the black areas on the left and right will disappear because the frame is no longer affected by the window.
- Mini map rendering load has been optimized.
- We have applied the features added in this update to the sample project "Dungeon RPG Sample".
Bug Fixes †
[Resources]†
- Fixed a bug that was causing textures used for slice animation to always be treated as CountSlice.
- Fixed a bug that caused an error when obtaining version information if fbx in ASCII format used certain line feed codes.
- The path when importing an "exrbr file" has been modified so that it becomes [the folder name of the "exrbr file" without the file extension\original resource path].
- Fixed a bug in which when adding resources from DLC in 3D/2D stamps, when selecting "Folder" from the "Resources" tab to add, the added "Resources" folder was displayed in the Stamp Palette in the Map Editor.
For example, in 3D stamps, if you add the "Models" folder from the "Resources" tab, it will automatically be added as 3D stamps and appear in the Stamp Palette > Objects tab.
However, at the same time, the "Models" folder was displayed in the Stamp palette, which is the bug.
Objects in the "Models" folder look the same as stamps as thumbnails, but cannot be placed on maps.
With this correction, this issue no longer occurs.
- Fixed a bug in which the "Optimize" and "Scale" settings in the Model Import dialog were not properly reflected in the preview and import data in some cases.
- When checking the size when importing a model, the specified scale is now taken into account.
- Fixed a bug that caused an exception when clicking on an option that produced an image on the properties side when a folder was selected in the tree of 3D/2D stamps.
- Fixed a bug in which the folder structure of resources was not correctly constructed in the tree when resources were added from DLC and export files (.exrbr).
- Fixed a bug where adding a resource that was "created from another resource," such as a stamp, was not being added below the cursor position on the tree.
- Fixed a bug where if a DLC stamp already added in Resources was deleted and the same stamp was added again, it would not appear in the parts list until Bakin was restarted.
- Fixed a bug that caused both thumbnails and previews to be empty if the collision in the Physics Settings was not assigned to a stamp.
- Fixed to display material properties in the asset picker when selecting materials individually/commonly for similar materials after importing fbx files.
The behavior of the dialog that appears when importing an fbx file to select material-related processing is described in the FAQ:url=https://rpgbakin.com/pukiwiki_en/?FAQ of the manual. Please refer to it.
[Events]†
- Fixed a bug in the "Check Collision State" panel when checking for contact with an object, where the flag was not reset once contact was made with an object.
- Fixed a bug in which when a battle camera was selected in the "Camera Playback" panel, the options displayed in the combo box did not match the selected option.
- Fixed a bug in which copying and pasting an event across event types sometimes left a start condition selected that was not supported by the event type of the pasted event.
- Fixed a bug in which raycasts with "Terrain" set to check in the "Check Surrounding Collision Detection" panel did not detect slopes and stairs.
- Fixed a bug that caused some sheets in some door-based event templates to not change graphics.
[Database]†
- Fixed so that the ON/OFF of "Enhancement" of an item is linked to the enable/disable of "Available Stocks".
[Battles]†
- Fixed a bug in which the coordinates for determining attack range did not change when a cast was walked using a battle event.
- Fixed a bug in which when an event sheet was added to a battle event, the initial value of the trigger for starting the event was internally set to "When Player Talks".
- Fixed a bug that caused the order of party train to not be restored even if the KO state were removed after a save and load with a KOed cast member in the party.
- Fixed a bug that could cause incorrect casts to be displayed when leveling up on the result screen if an ally was in KO state.
- Fixed a bug where local lights placed on a map designated as a battle background were not reflected in the terrain.
- Fixed a bug that displayed the "Escape" icon in the "Back" command menu during battles.
[Map Editor]†
- Fixed a bug that caused objects outside the map to move incorrectly when map was shifted while "Treat as Loop" checked in the Edit menu > "Scroll Entire Map".
Objects with an origin outside the map are not moved.
- Fixed a bug that caused objects using subgraphics to move twice (incorrectly increasing the distance moved) when the map was shifted using Map Editor > Edit > "Scroll Entire Map".
[Camera Tool]†
- Fixed a bug that was causing the camera of deleted maps to appear as candidates for "Use Other Camera" in the Camera Tool.
[Others]†
- Fixed a bug in the battle plugin sample where the preemptive attack was not working.
Ver. 1.3.1.5†
New and Improved Features †
[Layout Tool] †
- In "Free Layout for Event," when multiple layouts with the same value for the layout property "Priority" were displayed, the one displayed later would be displayed in the back (behind).
This will be a change from the previous version. If you are already using this option, we apologize, but please adjust your "Priority".
- When multiple "Free Layout for Event" with menus are displayed, only the foremost layout responds to key input.
- Fixed a bug that prevented specifying the "Layout to be Opened" when "Return to Title" was selected as the action for the submenu container.
- Fixed a bug where some of the tooltips in the Layout Tool were not translated into English.
[Battles] †
- Fixed a bug that caused attack effects to be displayed on the previous target when a monster performed the same action against another target in a series of actions.
[Events] †
- Fixed a bug in the event template "Treasure Chest - Get Item" where the switch designation was incorrect, and items could be obtained as many times as desired.
We apologize for the inconvenience, but if you have such events placed in Ver. 1.3.1.3, please open the edit screen and press the OK button once to reflect the modification.
- Fixed a bug that prevented the player's expression from being changed using the "Change Map Cast Expression" panel when Game Definition > "Display Accompanied Members in Party Train" was turned on.
In addition to the above, the following adjustments were made to the sample game. †
- For the common event "Grid Move" in "Dungeon RPG Sample", the camera orientation and the player's orientation are now always the same.
In the "Make Player Walk" panel, the camera orientation is changed to "Lock Orientation" and the camera orientation is assigned to the player's orientation at the end of the event.
You can export the "Grid Move" event and import it into your own project for your own use.
- Fixed a bug in the main menu of "Dungeon RPG Sample" that after closing "Notebook", the user could not operate it until pressing ESC again to display the menu.
- The rendering settings for the Neitei village map in "Orb Stories" were adjusted so that the border of the shadow resolution is not clearly visible.
Ver. 1.3.1†
New and Improved Features †
[Layout Tool] †
- Added the ability to overlap layouts of other screens to check in the layout preview.
Press the button in the red box in the image to select the layout to be overlapped.
Please use it for layout positioning, etc.
Currently, there is only one layout that can be overlapped.
The overlapped layout cannot be manipulated.
- Added layout import and export function buttons to the buttons above the layout preview. (Blue surrounded buttons in the image)
Functions that were in the context menu of the layout preview have been moved here.
- When using the special coordinate specification tags Balloon, FixedBalloon, Enemy, and Player, the position of layout parts is now added as an offset.
If you are editing a speech bubble layout in version 1.2.1 or earlier, click the "Switch Display Method" button (yellow circled button in the image) in the layout preview to make the outside of the layout frame visible.
[Events] †
- A method for specifying the layout to be displayed by a string variable has been added to the "Display Free Layout for Events" panel.
Display the same name of the free layout as the specified string variable.
- Added "Name of the Last Item Obtained" to the "Advanced String Variable Operation" panel.
- Added and improved functions in the "Change Camera Parameters" panel.
-- Added option to abort the camera animation and run it.
-- Changed so that camera movement does not end midway when the parallel event sheet is switched.
-- Improved behavior when duplicate changes are made to the same parameter.
[Game Definition] †
- A new setting to rotate the player icon on the mini map has been added to the "Rules and Operations" section.
[Resources] †
- In the 2D file import dialog, you can now select multiple motions in the Motion List column and change the value of the individual motion settings to apply the value to all selected motions.
[Map Editor] †
- Improved behavior when copying and pasting objects on a map.
-- Improved the priority of pasting over selected terrain when it is selected.
Previously, priority was given to "mouse cursor position," but this will be changed.
If the selected terrain is outside the editor's display area, the camera will move to capture the pasted position in the center.
-- When an attempt is made to place it off the map, it is placed off the map as it is.
-- In cases where pasting occurs without specifying the position of placement in the map editor's display area, such as copy and paste on the Placed List, pasting is now performed in the center of the display area.
This is to avoid users losing track of what they have pasted by being placed outside the display area.
[Others] †
- The following improvements have been made to the "Dungeon RPG Sample".
- The names of items obtained from treasure chests dropped by enemies are now displayed in the message.
The new "Advanced String Variable Operation" panel utilizes the "Name of the Last Item Obtained" feature.
- During battle, when an attack hits an enemy, the effect is now displayed in the proper position.
This is achieved by specifying a simple collision on the 2D stamp.
Depending on the "Position from Target" setting of the sprite used as the battle effect, only the "Y Size" of the collision has the following effect.
If the target is "Target Center", the effect will be displayed "at a point half the height of the Y size of the collision from the ground".
If the target is "Target Overhead", the effect will be displayed "at the Y size height of the collision from the ground".
If the target is "Target Feet", the effect will be displayed at the feet of the target regardless of the presence or absence of collision.
Bug Fixes †
[Map Editor] †
- Fixed a bug that caused a different entry to be selected than the currently selected entry when the properties portion of the Placed List was clicked.
- Fixed a bug that caused the selection display (highlight) in the Map Editor to disappear after a copy operation.
- Fixed a bug in which "properties for multiple entry selection" was not displayed when multiple entries were pasted on the Placed List.
[Game Definition] †
- Fixed a bug that could cause an exception if the TAB key is pressed while operating the System Resources screen, etc.
[Problems Occurring During Gameplay] †
- Fixed a bug in which the "Change in Maximum HP/MP" value given to "Equipment" during battle was not reflected correctly in the game.
- Fixed a bug that prevented the "Change Camera Parameters" panel from working during battles.
- Fixed a bug that caused 2D stamps in "No Billboard Processing" to be inverted left to right depending on the angle from which they were viewed.
[Events]†
- Fixed a bug in which it would always take more than 2 frames to obtain/discard an item using an event after Ver. 1.3.
[Test Play] †
- Fixed a bug that caused an exception when exiting test play during the transition to battle.
[Other] †
- Fixed a bug that the images may not be rendered correctly in some graphics board environments, such as GeForce 680M, 780M, 860M, etc.
Ver. 1.3.0.1†
New and Improved Features†
[Database]†
- Improved to be able to edit the damage calculation formula even if a skill is assigned to an item. The item's formula is used to calculate the attack damage when equipped.
Bug Fixes†
[Database]†
- Fixed a bug that caused some options to become impossible to enter in the Database when assigning a skill to an item.
[Events]†
- Fixed a bug in which the "Teleport Player" panel did not display a field that allowed the user to specify the destination by map ID.
- Fixed a bug that caused an exception when the display position was set to the upper left in "Display Selection" since Ver. 1.3.
- Fixed a bug that pattern 0 was always displayed when displaying an image with several slices in the "Display Image" panel since Ver. 1.3.
- Fixed a bug in which designated cast members in the reserve were not removed even if "Remove from the Reserve" was checked in the "Add/Remove Party Member" panel.
- Fixed a bug in the "Change Camera Parameters" panel where the "Time until Complete (sec)" option was not translated into English.
[Map Editor]†
- Fixed a bug that prevented a placed object from becoming selected when a stamp was placed.
- Fixed a bug that prevented the quick toolbar from being displayed (content not updated) when a stamp was placed.
- Fixed a bug that caused an exception when copying an object together with an event in the placement palette and pasting it in the common event palette after Ver. 1.3.
[Game Definition]†
- The player icon image in the System Resources has been adjusted and its display position on the mini map has been corrected.
Ver. 1.3†
New and Improved Features†
[Dungeon RPG Sample Game]†
A simple dungeon RPG sample game has been added to the Game Gallery. It includes elements such as the dropping of enhanced items using item customization events, 2D-style battles, and the influence of attack range on battles. Please use this as an example of how to use the main functions of Ver. 1.3 for your game creation.
[2D Style Battle Related]†
This function can be used, for example, to create a so-called front-view 2D battle with a background of 2D images placed on a billboard.
- A special coordinate specification tag DamagePosition has been added to the Layout Tool for displaying damage values and damage effects.
[Battle Related]†
This function can be used to introduce the concept of "front row/back row" in battles.
- Added "Use Attack Range" and "Attack Range Judgment Type".
- Added "Attack Range" setting to Database > Casts & Items, respectively.
- Added "Rearrange by State During Battle" and "Restore the Original Order when States are Removed" to Game Definition > Rules and Operations.
- The following can now be specified in Game Definition > Common Terms.
Added a guide message to the Battle tab when selecting a place swap target.
The Items tab can now specify the wording to be displayed when the attack range is 0 (unlimited).
- Added "Make Battle Rewards Level Dependent" to Game Definition > Rules and Operations.
When turned on, rewards specified in the Database will be multiplied by the level of the reward.
[Increase in Number of Party/Enemy Members]†
The maximum number of members has been doubled to "8" in response to requests for a larger number of members to form a party.
The number of enemies appearing in a battle has also been increased to "8".
- The number of Accompanied Members can now be set to "7" in the Game Definition>Start Settings to allow for a party of 8 members.
- Regarding the area where the number of enemies is specified in the Map Settings and Event Panel, it is now possible to specify up to 8 enemies.
[Enhancement Items]†
Combine database/event/layout to create enhancement items like "Sword +1" or have them dropped by enemies.
- Added "Display Item to be Enhanced" to the actions in the Layout Tool submenu container.
- [Event Panels]
- The new event panel "Display Layout Screen" can now open the "Enhancement Item Selection screen".
- Added "Item Enhancement" and "Change Item Name" panels to the status category of the event panel.
- Added "nth Parameter in the Inventory" and "Parameter for Item" to the "What?" section of the "Advanced Variable Box Operation" panel.
- Added "nth Parameter in the Inventory" and "Parameter for Item" to the "What?" section of the "Advanced String Variable Operation" panel.
[Mini Map with Auto Mapping]†
Mini map display function, including auto-mapping function, has been added. Various settings can be made with the following functions.
- [Layout Tool]
- Displaying a layout using the special format \minimappreview will display a mini map on the screen.
The position/size of the mini map on the screen can be specified by the position/size of the Panel for Rendering Strings with \minimappreview set.
- [Game Definition]
- You can specify which areas on the map will be shown on the mini map by going to Map Settings > Map.
- The size of the terrain 1 grid on the mini map and the color of the traversable/non-traversable areas can be specified in the "Map Settings for Current Location Map" section of Game Definition > Rules and Operations.
- Icons indicating the location of doors, traps, etc. can be specified in Game Definition > System Resources.
[Expanded Picture Book Features]†
New features have been implemented to enhance the monster, item, and skill picture books. It is also possible to filter by tags specified in the Database.
- [Layout Tool]
- Added a Skill Picture Book and added special formats for displaying skill status and other information for creating the picture book.
- Added special formats for Item Picture Book to show item status and other information.
- ''[Database]
- The "Others" tab has been added to "Items" and "Skills" to specify whether or not they can be added to the picture book.
- [Game Definition]
- Added an option under "Rules and Operations" to allow you to choose whether you want all cast members/items/skills to be listed in the picture book from the beginning or when they appear in the game.
- [Event Panel]
- The new "Display Layout Screen" panel can be used to display picture books that have been added.
[Item Sorting]†
Added the ability to "sort" ("rearrange") in-game to organize the many items discovered or created.
- [Layout Tool]
- Added "Sorting Items" to the actions of the submenu containers.
- Added "Input to Execute Action" function to the properties of the submenu container.
- Added "Disable Auto Assignment Container Management Number" to the submenu container settings.
[Batch Rename]†
A function to rename multiple entries in a list at once has been implemented. You can also add a suffix to the name in a batch.
Select multiple entries in the following tree, then right-click to display the context menu and select "Batch Rename".
''[Map Editor]''
A "Batch Rename" function has been added to the Placed List and Common Event List.
''[Layout Tool]''
A "Batch Rename" function has been added to the Layout Parts List.
[Layout Tool]†
- Added special formats for the Replace Member screen to display the status of the currently selected member.
The status of both members to be replaced can be displayed.
Members who do not want to be replaced can be set in Database > Casts.
- A "Display Special Format for Party" setting has been added to the layout properties.
For the special format that displays party status and other information, you can specify for each layout whether to display the party only or the party + reserve.
However, this function does not exist in the Replace Member screen.
- [Free Layout for Events]
- The order in which free layouts are displayed can now be specified.
This can be specified in the Layout Properties.
The standard value is 0. The higher the value, the more the image is rendered in the foreground. If the values are the same, the one opened later takes precedence.
- [Improved Layout Tool Operation]
- When an image with a No Slice setting is specified as the display image for a layout part, the size of the rendering container is automatically changed to the specified image size.
- When pasting a layout part in the Layout Tool, only the name of the top-most parent part is now suffixed with an additional number (such as "_00").
- The display of configurable settings has been improved to switch according to the action specified in the subcontainer menu.
- When opening the Add Layout Part dialog, the behavior has been improved so that the rendering container can be placed as soon as OK is clicked.
- The display frame of a part can be enlarged without changing the aspect ratio by dragging the frame while holding down Shift on the preview.
- The behavior of the preview has been changed so that when a part is clicked while it is expandable or contractible, if the mouse is not moved, the other part at the mouse position will be selected.
- Improved the performance when changing the specified values of layout parts to speed up the operation.
- [Layout Tool and Others]
- The "Suspend Event Execution" setting has been added to the layout properties of the Free Layout for Events screen and the Main Menu screen.
- For clipping by parent containers, the parent is now recursively viewed to create clipping with the smallest rectangle.
- Added a new setting value to the Properties Control section of the rendering container that specifies whether or not to create a clipping area that includes the parent.
- In the Discard Item Selection screen, obtained items are now displayed as candidates to be discarded in the field for selecting items to be discarded.
[Game Definition]†
- In System Resources, the default image can now be specified when the rendering container and menu container are placed in the Layout Tool.
[Map Editor]†
- Added MapID indication to the Map List.
- Added a new setting to the Map Settings > Basic tab to specify whether or not the outside of the map is walkable.
- Faster display of the Placed List and UNDO/REDO for moving within the tree have been added and implemented.
[Events]†
- The event panel "Display Menu" has been added to the Screen Effects category.
- A function to retrieve the current map ID has been added to the "Advanced Variable Box Operation" panel.
- Added the ability to get the name of the monster in battle in the "Get Battle Information" panel.
- The "Change Camera Parameters" panel now includes the ability to specify the time it takes to change parameters.
- When playing a movie with an event, the sound effect volume has been improved so that the movie volume is applied to the movie volume.
- Added the ability to check the availability of specified items in the "Check Available Item Slots" panel.
- Added a Non Cancelable option to the "Discard Item" panel.
- Added a function to the "Discard Item" panel to turn on a specified switch when canceling.
- We have improved the processing of the event template "Treasure Chest - Get Item" using the newly implemented expanded functionality of the event panel regarding the inventory.
- The "Display Image" panel now inverts the image when the scale is set to negative.
[Resources]†
- Improved the behavior of the dialog that appears when importing 2D images.
- Single images that are not placed on maps are now registered in the Resources as images specified in the No Slice setting.
- When multiple slice animation assets are imported, it is now possible to specify the frame size for each image (motion).
- Slice animation assets can now be specified as count slices (slices by the number of frames).
- Added "Up, Left, Down, Right" setting for Direction Order.
''[Camera Tool]]†
- The tree section now allows the reordering of cameras within each map.
Since the camera belongs to each map, it is not possible to move across maps as before.
[Test Play]†
- Added the ability to visualize raycasts to the debugging function "Display Collisions".
- An "Event Monitor" tab has been implemented in the debug window to display events being processed in a list format.
[Event Editor]†
- Variable icons in the Variable Selection List are now color-coded by type to make them easier to recognize.
[Others]†
- Battle effects are now loaded at the time of command decision. This stabilizes the frame rate during battles.
- The speed of the Database and Asset Picker has been improved when displaying information specified in the Database.
- In the Battle Placement Editor, the coordinates of the center of the battle area being specified (the center of the yellow line) are now displayed.
Bug Fixes †
- [Layout Tool]
- Fixed a bug in which the images of reserve members were not displayed even if the special format PartyImageIcon was used when "Display Reserve" was enabled in Game Definition > Rules and Operations.
- Fixed a bug that prevented changes to menu container settings from being immediately reflected in the preview.
- Fixed a bug that caused an exception when calling a common event in the Free Layout for Events action and opening a free layout from that event.
- Fixed a bug that prevented messages from being displayed in an event until the animation specified in the message window, which was not specified in the event panel, was completed.
- Fixed a bug that caused child parts of containers whose visibility was turned off in the layout parts tree to also be selected when dragged on the preview.
- Fixed a bug in which when multiple parts were selected on the preview and their properties were changed by Ctrl+clicking, the changes were not applied to all parts.
- Fixed a bug in submenu container Properties->Control where an exception would occur depending on how the "destination container when direction input is given" was specified.
- Fixed a bug that caused an exception when selecting a submenu container with Container Management Number auto-assignment disabled during play.
- Fixed a bug that caused an exception in some cases when using special formats to display array variables.
- [Game Definition]
- Fixed a bug in which message-related window images specified in System Resources were not referenced when adding parts in the Layout Tool.
- Fixed a bug that prevented the player from rotating smoothly when Tank Controls + Player Rear View was specified on in the Game Definition.
- Fixed a bug in which the skip selection in the overwrite confirmation dialog was not used for the next file processing when multiple 2D images were imported.
- Fixed a bug that caused an exception when selecting Cancel on overwrite confirmation when trying to import the same stamp as one that already exists.
- [Map Editor]
- Fixed a bug that caused an exception when attempting to eventize a stamp specified as "no graphic" in the Resources in the Map Editor.
- Fixed a bug where, immediately after converting a terrain into a slope or stairs, the slope or stairs could no longer be selected with the mouse.
- Fixed naming rule when groups are created in the Placed List.
- Fixed a bug that caused an exception in some cases when attempting to expand the map size.
- Fixed a bug that caused 2D stamps to appear distorted when the editor display was set to "Perspective Off" using the button at the bottom of the Map Editor.
- [Database]
- Fixed a bug that caused overwritten items to disappear when closing the Database with Cancel after pasting an item in Database > Items.
- Fixed a bug in which the enable/disable decision for usable items in the Equipment and Skills tabs was incorrectly specified when assigning a class to a cast member.
- Fixed a bug that prevented changing equipment even if the initial equipment was set to "None" when "Yes" was specified for "Fixed" in the "Initial Equipment" of the cast.
- Fixed a bug that caused incorrect status values when a cast's status was changed by a "state" that was granted before the start of battle and the effect of the "state" was removed during battle.
- [Events]
- Fixed a bug that caused a crash if an event was discarded in the "Delete Event" panel before the event rescaling was complete.
- Fixed a bug where the "4 Fixed Directions" in the "Change Player Orientation" panel was not working.
- Fixed a bug that sometimes caused the "Display Image" panel to appear as a black board when used consecutively.
- Fixed a bug in which the "Walk to Specified Coordinates" panel did not walk along the terrain correctly when moving "terrain containing steps".
- Fixed a bug in which images specified for "Layout Display Graphic" and "Icon" were not reflected in the layout when the graphic on the map was turned off in the "Change Cast Graphic" panel.
- Fixed a bug that caused the Game Definition "Use Inertia to Move" to be turned on when using the "Move Player with Physics Engine" panel.
- Fixed a bug that when using a raycast from "This Event" to "Event", it does not detect its own collision.
- Fixed a bug where using the "Change Cast Motion" panel immediately after a defeat in a "No Game Over Even If Defeated" battle was not reflected.
- Fixed a bug that prevented battles from progressing if the "Terminate Battle Forcibly" panel was used continuously or at the end of a battle.
- Fixed a bug that could cause the skybox to blink black in the map preview of the Battle Placement Editor.
- Fixed a bug in the battle placement editor that could cause enemy numbers to overlap.
- Fixed a bug that could cause an exception to be displayed when running the "Display Web Browser" panel in test play.
- Fixed a bug where a Windows warning sound would be emitted when a key was entered after using the "Display Web Browser" panel.
- Fixed a bug that caused the BGM fade process to not work properly when performed on top of each other.
- Fixed a bug that caused the menu save to become selectable in some cases even though the event disabled saving.
- Fixed a bug in the "Specify Game Over" panel where events were not executed when "no map movement" and "specifying a common event" were used.
- [Camera Tool]
- Fixed a bug in the camera tree in which information on maps located in folders on two or more levels was not displayed correctly.
- [Variables Used]
- Fixed a bug in the "Variables Used" dialog in which information on variable usage in common events was not being listed.
- [Game Play]
- Fixed a bug in which changes in experience, money, and other rewards due to a "state" with a condition specified to be "released at the end of the battle" were not reflected in the game.
- Fixed a bug in which the cursor could be moved to the window of the reserve member's side in the member change screen even when the reserve member's setting was set to "0".
- Fixed a bug that caused object collisions to be generated at incorrect coordinates when a stamp with slice animation was placed on a map as an "object" and the object was moved to that map from another map.
- [Battles]
- Fixed a bug in which the attack calculation formulas for weapons held by enemy casts were not reflected in the battle results.
- Fixed a bug that could cause unnatural shaking in the camera effect when using a skill.
- Fixed a bug that caused reserve members to be selected as targets when attempting to use a skill that targeted the entire party.
- Fixed a bug that prevented monster preemptive attacks from working properly.
- [Other]
- Fixed a bug that could cause the tool to fail to start in a very few environments due to a flaw in the OpenGL initialization order.
- Fixed a bug that caused after rearranging the entry tree in each dialog, if the dialog was closed with Cancel, the rearrangement made in the tree was not reflected correctly.
- Fixed the display position of the player icon in the map view.
- ver1.2.3.11
- Improved Features
- A warning is now displayed when attempting to delete a camera that is in use for an event, etc.
- Bug Fixes
- Fixed a problem with unused camera data being pasted when copying and pasting events.
- ver1.2.3.9
- New and Improved Features
- When importing multiple assets for slice animation by drag & drop at the same time, the "Direction Order" of the images can be changed.
Previously supported only for importing a single image, this feature can now be applied when importing multiple images at the same time.
Please refer to the 2D Stamps - Import and Export for various settings during import.
- [Resources]
- When importing sound files, "Use Loop" is now automatically checked for data with loop tags specified.
- [Layout Tool]
- A system layout has been added to the "Item Picture Book" screen.
Currently, all items in the Database are listed on this screen, and only the icon and description are displayed. We will continue to improve and expand the feature in the future.
- [Database]
- The effect of the "status change with a rate of increase or decrease" specified in the "State Definition" section is now applied not only in battles, but also on maps.
- Bug Fixes
- [Events]
- Fixed a bug that caused an exception when executing the "Specify Battle Cast Action" panel created in Ver. 1.2.1 or earlier.
- [Event Editor]
- Fixed a bug that sometimes caused an exception when renaming variables after Ver. 1.2.3 update.
- [Problems at Playing]
- Fixed a bug that caused incorrect values for each changed status when a "state" specified to be cancelled at the end of a battle was given on the map screen.
- [Published Work Export]
- Fixed a bug that could cause published exported game files to be targeted for disinfection by some security software.
- ver1.2.3.7
- Fixed a bug that caused map editing content to be incorrectly reflected after the Camera Tool was canceled.
As a result, the following issue, which was reported fixed in 1.2.3, will not be fixed. It will be treated as a known bug. We apologize for any inconvenience this may cause.
- Fixed a bug that caused camera operations and rendering settings changes made in the Camera Tool dialog, which is displayed by clicking the camera button at the top of the Layout Preview, to be reflected in the actual camera data.
- Fixed a bug that caused incorrect determination of the distance to a wall when making an event walk with the scale specified as something other than 1.
- Fixed a bug that prevented some of the rendering settings (Skybox, LUT) from being applied to the battle background map.
- Fixed a bug that Enemy was not appearing in the Insert Special Coordinates Specification Tag dialog on the Battle Status screen.
- ver1.2.3
- New and Improved Features
- [Asset Picker]
- A simple asset picker has been implemented.
We implemented a new asset picker that is just the tree part of the asset picker, excluding the preview and other parts from the existing asset picker. (A button to open the previous asset picker is also provided in the dialog.)
We have applied this to places where previews are not needed, such as where the database specified settings (e.g., casts and classes) are selected, and where sounds are selected.
This allows for quicker selection of various assets.
The process of opening the asset picker has also been sped up, and the speed at which the previous type of picker with a preview opens has also been improved.
- When the asset picker is opened, various places have been adjusted to select a more appropriate asset type depending on the location where the asset picker is opened.
- [Map Editor]
- Copy, cut, and paste functions for terrain have been implemented.
This changes the behavior of copy, cut, and paste in the previous Map Editor.
The behavior depends on the mode of the "Selection Target" at the bottom of the Map Editor.
" Terrains Only ": Copy, cut, and paste selected terrains.
" Objects Only": Copy, cut, and paste selected objects and events.
" Terrains and Objects ": Copy, cut, and paste selected terrains and the objects/events that will be placed on them.
- Folders with more than two levels of hierarchy can be created in the Map List.
- The number of monsters that appear during battle tests in the Map Settings > Enemy Distribution tab can now be specified.
- Multiple monsters can now be selected and deleted from the Map Settings > Enemy Distribution tab. Selection can be made by clicking on the icon area.
- [Event Editor]
- The variable list has been changed to a tree system and improved so that it can be rearranged and categorized arbitrarily.
- [Events]
- The event walking process is now paused while the menu is displayed.
- Parallel events are now stopped while the save screen is being displayed.
These two changes may affect some events. Please be aware of them.
- In status---related event panels, "Entire Party" can now be selected as the target in almost all panels that manipulate party status.
- The maximum number of selections in the "Display Selection" panel has been changed from 6 to 10.
- Added the ability to obtain "This Event's Name" in the "Advanced String Variable Operation" panel.
- [Layout Tool]
- Modifications have been made to the Layout Tool to improve clarity in its operation and display.
We will continue to make ongoing modifications based on the following policy.
- --- Display necessary information and delete unnecessary information.
Ex: Container Management Number used for submenu containers and text panels is now displayed.
- --- Anything that cannot be placed or changed, etc., should not be allowed to change its setting.
Ex: In the dialog box for specifying special coordinate specification tags, tags that have no effect in the screen being specified are no longer listed.
- --- Make it easier to understand the settings at the time the part is placed.
Ex: When creating a new menu container or rendering container, sprite sets are now included by default in Effects. This is to allow for quick selection of simple fade---ins/outs, etc.
- Added options to Game Definition > Project Settings to specify initial values for " camera rotation direction by operation" and "memorizing the cursor position".
- [Resources]
- The contents of folders can be added together from Explorer.
- [Test Play]
- The "debug window open/close status" from the previous test play is now retained.
- Regarding the Variable List in the Debug Window, it has been modified so that events are displayed in the list at the "stage when the variable is referenced".
- [Others]
- The "Zip Project" function, available by right---clicking on the project path in the upper right corner of the Map Editor, allows the import path to be emptied for export.
Import paths for resources, etc. can be removed and distributed when distributing projects.
- Bug Fixes
- [Game Engine]
- Fixed a bug in the processing when rotation was applied to a collision in the Physics Settings, where the preview did not match the engine.
''The engine rotation order "ZYX" has been changed to "ZXY" as in other parts of the engine.
Please note that the operation of the engine will change accordingly.''
- [Problems at Playing]
- Fixed a bug that caused HP/MP values to change in some cases when trying to change equipment while wearing equipment that changes maximum HP/maximum MP, even before the equipment change.
- Fixed a bug where gamepad stick thresholds were not working when the player control type was set to "Tank Controls".
- Fixed a bug where information on the currently selected saved data was not updated when switching saved data pages.
- [Events]
- For "Only Once in Parallel" event sheets, as with "Repeat in Parallel," the processing after the "Delete This Event" panel has been modified so that it is not executed. Please note that the behavior will change.
- When the original motion is played back immediately after the 3D stamp motion is changed, it is now played back from the beginning if it is a one-shot motion. Please note that the behavior will change.
- Fixed a bug that caused a crash when combining the "Loop" panel and the "Display Effect" panel without the "Wait to Complete" checkbox checked.
- Fixed a bug that caused an exception when specifying a movement range that included off---map areas for an event.
- Fixed a bug that sometimes caused an exception on the "Teleport Player" destination selection screen after Ver. 1.2.2.
- Fixed a bug in which "event transparency state," "rendering specified changed by event," "image rotation angle," and "state of sprite displayed as image" were not recorded in the save data.
- Fixed a bug in the "Change Display State of Player/Event Subgraphic" panel in which subgraphic numbers were not interpreted correctly when specified as variables.
- Fixed a bug that caused some frames to momentarily show the background when repeatedly playing a movie using the "Play Movie" panel and loop.
- Fixed a bug that caused the volume to be set to 0 when certain operations were performed after playing background music with fade---in.
- Fixed a bug where events with "Collide with Player" turned off did not respond to raycasting.
- Fixed a bug in which contact detection was not performed between events in which "Collide with Player" was off and "Collide with Other Events" was on.
- Fixed a bug in which contact detection with other objects and events did not take scale into account when using "Make Walk Event".
- Fixed a bug that sometimes prevented up staircase events from being triggered upon contact.
- In battle events, when using a message or conversation window for which Disappearance Motion animation was specified as the effects in the Layout Tool, the window would remain displayed instead of closing.
- Fixed a bug that prevented the "Decrease" function from working in the "Increase/Decrease EXP" panel.
- Fixed a bug that caused speech bubbles to be displayed at incorrect coordinates when "cast---based events" were specified as the source of the speech bubbles.
- [Layout Tool]
- Fixed a bug in which the size of the rectangle when selected in the sprite display was sometimes displayed incorrectly in the Layout Preview..
- Fixed a bug that caused the size rectangle in the text panel to be displayed at an incorrect size when the text content of a special format was empty in the Layout Preview..
- Fixed a bug that sometimes caused incorrect position calculations when rendering text in Right---Aligned or Center---Aligned.
- Fixed a bug that prevented dragging small sized parts in the Layout Preview.
- Fixed a bug that caused camera operations and rendering settings changes made in the Camera Tool dialog, which is displayed by clicking the camera button at the top of the Layout Preview, to be reflected in the actual camera data.
- [Map Editor]
- Fixed a bug where properties were not displayed in the Placed List when the map was switched.
- Fixed a bug where a common event immediately after it was added was not reflected in the "Event to be Called Before Displaying Map" combo box in the Map Settings palette > Basic tab.
- Fixed a bug where the checkboxes for enabling and disabling the Common Event palette were not reflected correctly in the game.
- Fixed a bug where camera data was not pasted correctly when copying and pasting events between maps.
- Fixed a bug that caused a crash when creating thumbnails when using stamps with no resources allocated for casts.
- Fixed a bug that sometimes caused the indicator for selecting a terrain area to appear when using the Fill tool.
- [Resources]
- Fixed a bug that prevented stamps with "None" selected for graphics from having subgraphics.
- Fixed a bug that prevented thumbnails from being displayed when images were added from local files.
- Fixed a bug where the "Use Same Procedure for All Thereafter" checkbox was not working in the dialog when importing models.
- [Game Definition]
- Fixed a bug that prevented jumping to objects and events when the height of the steps the player could walk on was 0.
- [Published Work Export]
- Fixed a bug in exported game files that caused the menu to disappear afterwards when the game was set to full screen.
- Fixed a bug in which the DLL for battle system processing of exported game files could be mis---detected and disinfected by anti---virus software.
[Test Play]
- Fixed a bug that caused an exception when entering a battle with the Cast Parameter Check View open.
- Fixed a bug that could cause a freeze during loading at the start of test play under very limited conditions.
- [Top Menu]
- Changed the operation method to Tank Controls when "Overhead View from Behind" is selected for the camera when creating a new project.
- Fixed a bug in the Steam Workshop management screen where items smaller than 1MB in size were marked as 0MB.
- Fixed a bug where changing the game file save location on the local PC was not reflected in the text box if the Configuration was opened first.
- [Others]
- Fixed a bug that caused the skybox coordinates to shift at the start and end of camera animations.
- Fixed a bug that sometimes slowed down the test play process after closing the Database.
- Fixed a bug that when the execution engine window was maximized, the lower right corner of the window did not respond to mouse clicks compared to the original window size.
- For each tree view in the tool, a bug has been fixed where automatic scrolling downward did not occur while dragging when the horizontal scroll bar was displayed.
- Fixed a bug in the battle test that prevented battles from progressing if the inventory limit was exceeded by items dropped by the enemy after the battle was over.
- Fixed a bug in the default terrain stamp EP_rock_01 where a seam was visible on the side of the terrain as the Y axis was raised.
- Fixed a bug where a variable name for the Orb Stories letterbox display event was not translated.
- Added an event on Orb Stories' Scorching Cave map to return to the shore when forced to fall from a lift.
- ver1.2.2
- New and Improved Features
- [Steam Workshop]
- Lyrbr files (exported layout data) can now be uploaded to Steam Cloud and Workshop.
The .lyarbr file contains the sprite and image resources used in layouts.
This new feature makes it easier for users to share their own layout data with others.
We hope this will be of great use to you.
In addition, two layout data files have been released in the Steam Workshop.
- - SGB Style: "SMILE GAME BUILDER" style layout.
- - Sample Layout A: A bright yellow and orange-based layout.
- [Resources]
- A property called "Y Angle Offset" has been added to the Slice Animation.
Previously, a two-directional slice animation could only be created for the up and down directions, but by setting the Y angle offset to "90," it is now possible to create a two-directional slice animation for the left and right directions.
- [Map Editor]
- In Terrain Raise/Lower Pen mode, when the Ctrl key is held down during operation, a function has been implemented to make the difference between the up and down steps four times larger than normal (0.25>1).
- Map size limits are now determined by the area of X * Z.
- When creating a new map or resizing a large map, the system now warns that the process may be slow in some environments.
- [Layout Tool]
- <Preview Improvements>
- The outer frame of layout parts can be resized by dragging.
- Property values are now updated immediately when a layout part is dragged to change its position or size.
- Specified values used for previews of the Selection Screen, etc., are now saved so that the preview state is retained even if the layout is switched.
- <Improved Actions>
- Allows the common event specified in the submenu container action to be executed even when the Title Screen is displayed from an event during a game using title skip.
- A "Display Return to Title" action has been added as an action for submenu containers.
This function works as follows. The Exit Game action that was specified other than the title is automatically converted to Return to Title.
At the title screen;
Exit Game...Quit game (application)
Return to Title... do nothing.
When other than the title screen:
Exit Game...Quit game (application)
Return to Title...Return to the title
- Actions for the configuration can now work outside of the Configuration Screen.
Please note that some screens, such as battle-related screens, may invalidate the actions you specify.
- <Improvements to Panel for String Rendering>
- The following improvements have been made:
- Multiple lines of text input is now supported.
- The property option "Use Multi-Line Text (Auto Line Break)" is now specified as ON by default.
- Text effects can now be specified individually (e.g. outline + bold, etc.)
- If "Specify What to Display in the Panel" contains special formatting of the type that displays an image, some properties related to text decoration that would otherwise be invalid are now specified as not configurable.
- <Improvements to Layout for Input String Screen>
- The following improvements have been made:
- The rendering width of input string elements (elements displayed in the special format \inputstring) has been changed to refer to the size of the Panel for Rendering Strings.
Previously, rendering was based on the width of the menu container, but now it is easier to adjust the size of the input section of text by referring to the text panel.
- The rendering container placed on this screen can now be specified to "automatically adjust size to match parent container" or not.
- Images used for decision buttons, etc. can now be specified in the properties of each layout.
With this change, the option to specify input string-related images in Game Definition > System Resources will be removed.
The existing Input String screen will not be affected due to the conversion process.
- <Other Improvements to Layout Tool>
- Menu containers cannot be placed as layout parts on "screens where placing menu containers does not work".
- The size of the menu container is now unchangeable on the Selection Screen.
The size setting of the menu container is invalid because the size of the Selection Screen is automatically adjusted according to what is specified in the Event Panel.
The above action was taken to prevent confusion caused by the ability to change invalid settings.
- Visibility of the "Add Layout Part" and "Insert Special Format" dialogs has been improved.
- [Database]
- "Targetability" was added as an element of the State Definition.
By increasing or decreasing this value through skills and other methods, one can make it easier or harder to be targeted by enemies during battles.
- [Events]
- The ability to explicitly specify the target of an action in the "Specify Battle Cast Action" panel has been implemented.
- [Game Definition]
- Added the ability to dither objects close to the camera to make them transparent (Object Transparency / DistanceFade) in the Game Definition and Material Settings.
[u]This feature is activated by turning it on both in the "Game Definition" menu and in the Material Settings of the object you wish to target.[/u]
- [Battles]
- The timing of data loading at the start of battle is now done after the fade-out instead of immediately after the encounter.
- [Top Menu]
- A "Save Information for Inquiry" function has been added to the Configuration > System Report that outputs a set of environmental information and logs in a zip file format.
We would appreciate it if you could provide us with the file output from this function when you contact us to report any problems.
- In the local PC menu, the history of the game file save location is retained and can be selected in a combo box.
- Bug Fixes
- [Events]
- Fixed the display state of the player's subgraphics to be maintained when moving to another map.
Please note that with this modification, if you change the state of subgraphics with an event, they will remain changed unless you "explicitly" change their state.
- Fixed a bug in which when a skill was used with the "Specify Battle Cast Action" panel, the target of the previous skill activation was sometimes inherited.
- Fixed a bug that caused the game to become very slow when using the "Change Event Scale" panel for events that use "Stamps with subgraphics specified" as the graphic.
- Fixed a bug that caused the "Display Effect" panel to play the effect displayed the first time, regardless of the second and subsequent specs, when the panel was used with "Wait to Complete" mode consecutively.
- Fixed a bug that could cause images to not load properly when changing the layout using the event process immediately after starting the game or immediately after moving to the map.
- [Resources]
- Fixed a bug that caused an exception when updating information on one of the models in Resources > Models when there was a "stamp on the map with subgraphic local light specified".
- Fixed a bug that caused texture files to be copied even if materials shared with other resources were specified when adding a model, etc.
- Fixed a bug that caused the volume of BGM to be lowered when resuming a game if the game data was saved while "BGM with the volume specified to be lowered in the Resources menu" was being played in the game.
- Fixed a bug that could cause file path information to be corrupted when overwriting and importing DLC particle assets.
- Fixed a bug that caused a shader compilation error to appear when using the 2Dmap_skybox shader in Materials.
- [Game Definition]
- Fixed a bug that caused a sprite called "None" to be created when "None" was selected for the sprite for transitions in System Resources.
- [Sprite Tool]
- Fixed a bug in which sound effects specified for the first frame of a sprite sometimes did not sound when editing the sprite.
- [Layout Tool]
- Fixed a bug where the special coordinate specification tag Variable[x][y] did not work correctly.
- Fixed a bug that caused an exception when the value of y in the special format \$[x][y] is -1.
- [Map Editor]
- Fixed a bug in the terrain selection in the Auto Map Generation dialog where "Stairs" and "Slope" could be selected.
- Fixed a bug that caused the motion of placed objects on the Map Editor to stop when the "Resources" menu was canceled and closed.
- Fixed a bug that could cause incorrect application of Terrain Raise/Lower Pen coverage.
- [Others]
- Fixed a bug where exrbr files could not be selected when adding sounds from the asset picker.
- Fixed a bug that prevented multiple selections by shift+clicking icons in the tree view.
- Improved stability against crashes for OpenGL-related processing.
- Fixed a bug in which English translations were not being applied to some of the Steam Cloud management screens.
- ver1.2.1
- New and Improved Features
- [Layout Tool]
- [Layout Tool Operation]
- Operation using the mouse in layout preview has been changed to be similar to that of the Sprite Tool.
General operations have been revised, such as zooming in and out with the center wheel, moving the entire layout by dragging while holding down the center wheel or the space key, and improving the operation of selecting parts by dragging and clicking on the preview.
- Added a button at the top of the preview that allows the user to specify the background color of the preview.
- The Layout to be Assigned column in the Layout Tool has been improved to make it easier to see whether the Layout to be Assigned column or the Layout Parts column is selected.
- [Layout Tool Features]
- Container for Elements of Entry Selection now can specify which direction the cursor moves to depending on the direction of entry.
- In the "Effects" section of the Container for Elements of Entry Selection, it is now possible to specify the motion that will be played when the decision is pressed.
- A special coordinate specification tag has been added to display the part at the specified variable coordinates.
- Improved "Continue" as a layout action so that it can also be used on the menu screen.
By using Container for Elements of Entry Selection with the action "Continue" specified, the loading screen can be called up even during the game.
- "Display Discard Item Selection" and "Confirm Discard Item" were added as layout actions.
By specifying these actions and Layout to be Opened in Container for Elements of Entry Selection, you can display the screen for discarding items.
- Add options to the properties of the General Message and Selection screens to specify the number of letters and lines of text to be displayed and to check the image on the layout preview when the game is executed.
- The Container for Rendering settings on the General Message and Selection screens is now specified to change its own size in accordance with the size of the parent.
The above functionality has been added because these screens have a mechanism that allows their size to vary depending on the content to be displayed.
- Added special formats for displaying extended variables.
- [Layout Data]
- Paste and export of layouts now includes the resources used in the layouts.
This will ensure that the .lyrbr file exporting the layouts contain the relevant resources.
- Layouts can now be selected for inclusion in the export file (.lyrbr) when exporting layouts.
- [Map Editor]
- When Bakin is launched multiply and maps are copied between multiple projects, the stamps/casts of objects and events on the map are now copied and pasted.
(*However, resources specified in events that exist on maps are not copied and must be copied separately.)
- For frames of camera data for which the gazing point is specified as world, the camera position is now displayed in the Map Editor and in the Placed List.
- [Events]
- A "Enable/Disable Move" panel has been added to the "Switches" category to allow or disallow player---operated walking.
- A "Change Operation Mode" panel has been added to the "Switches" category, allowing the user to change between basic and tank---controlled operation during the game.
- For the event panel that performs operations on the party, "nth in the Party" can now be specified by a variable.
- Added "Event Status (For Cast---based Event)" to the "What?" section of the "Advanced Variable Box Operation" panel.
- The "Name of Shooting Source" for dynamic events can now be obtained in the "Advanced String Variable Operation" panel.
- A check box has been implemented in the "Play Movie" panel to allow the user to choose whether to allow movie skipping.
- [Game Definition]
- In the project settings, the default text color can now be specified when a new Panel for Rendering Strings is created in the Layout Tool.
- In Rules and Operations, a switch has been implemented to turn jumps on and off in the project.
The above switch can now be used to turn on/off jumps that were specified in "Input Device Assignment".
- [Database]
- Added a "Disable "None"" option to the "Fixed" column of the "Initial Equipment" cast setting.
This setting will prohibit the "Remove" option from being displayed on the equipment selection screen for the equipped part.
- The battle formula rand(min,max) has been improved so that min/max can be written in any order.
- [Resources]
- The confirmation of overwriting related data when pasting data has been changed so that only those with differences in content are displayed.
- [Others]
- The maximum number of particle emitters and vertices has been doubled.
- The configuration can now be specified to reverse up/down operation and left/right operation of the camera.
Accordingly, the default value for the vertical rotation of the camera for the controller input has been changed.
- .xlsx can now be selected as the export format for the localization tool.
- The mouse operation of the image/icon preview has been changed to be similar to that of the Sprite Tool.
- [Assets]
- Added jumpup and landing motion to all casts included in 2D Stamps > 2D Casts > Hero Casts in a newly created project with normal assets.
- Bug Fixes
- [System Resources]
- Fixed a bug in which the sounds specified for opening and closing the main menu as system sound effects were not sounding.
Please note that with this modification, no sound will play when the menu is opened or closed if no settings are specified for "Open Main Menu"/"Close Main Menu".
- [Game Execution Issues]
- Fixed a bug that caused an exception when selecting "No Item" after opening the Item Selection screen in an event.
- Fixed a bug that caused an exception if a deleted window resource was used in a layout when a game was executed.
- Fixed a bug in which the player cast could fall when entering a sharp cliff at an angle even when "Disable Jumping from Elevation" was turned on.
- Fixed a bug that caused the camera rotation speed to slow down while running.
- Fixed a bug that caused a graphic error when displaying more than a certain number of items with 3D models as icons in a layout.
- Fixed a bug that caused incorrect collision walls to be generated where non---traversable terrain was adjacent to each other at cluster boundaries.
- [Events]
- Fixed a bug in which changing the movement speed using the "Change Player Movement Speed" panel would reset the speed when moving around the map.
Please note that with this modification, if you change the speed of movement with an event, the speed will always remain the same unless you explicitly restore to the original speed.
- Fixed a bug that caused an exception when an event using the "Display Web Browser" panel was executed in a game that was exported as a published work.
- Fixed a bug in which null was set to mapScene when a C# script was assigned to a common event.
- Fixed a bug that could cause the player to change to "Downward" if the orientation after the move was not specified in the event panels with location movement.
- Fixed a bug that caused the player to move while the menu was being displayed when the main menu was switched using the "Change Layout to be Used" panel.
- For dynamically generated events, a bug that prevented local variables from being used as pointers to array variables has been corrected.
- In the "Advanced String Variable Operation" panel, fixed a bug in which the "Name of Shooting Source" could not be obtained unless Wait was inserted.
- As for obtaining the "Name of Shooting Source" in the "Advanced String Variable Operation" panel, fixed so that even if an event panel is used to shoot events, the name of the first party member is retrieved if the shooting source is "Player".
- Fixed a bug in which changes in destination coordinates were not always reflected in door and staircase event templates.
- [Map Editor]
- Fixed a bug that prevented the map paste button of Bakin in a multiply launched separate process from being enabled after copying maps in the Map List.
- Fixed a bug that caused a crash when trying to select a newly added cast outside of the Database in the Events tab of the Stamp Palette.
- Fixed a bug that caused the scale to be applied twice only in the editor when a "No Billboard" 2D stamp was placed and scaled.
- Fixed a bug that caused an exception when placing a 3D stamp on a map with no material assigned to it.
- Fixed a bug that caused extremely horizontal billboards to be hidden when placed on a map, even if the display area still remained on the screen.
- [Database]
- Fixed a bug in which copy/paste, etc. in the Database were not being enabled/disabled properly.
- Fixed a bug in which entries for local variables used within a cast's custom event were not generated in the "Variable List" when copying and pasting a cast.
- [Layout Tool]
- Fixed a bug that caused an exception when displaying a container in battle whose special coordinate specification tag is Enemy or Player and whose Container Management Number is specified as less than 0.
- Fixed a bug in the Container for Entry Selection property where the cursor would not move properly when the menu subcontainer placement method was set to "Line Up Vertically" and the number of elements per row/column was set to 3 or more.
- Fixed a bug in which the text color was not reflected in the special formats of the Input String screen.
- Fixed a bug with Panel for Slider Operation in which the slider would not move when Frame Thickness was specified at "0".
- Fixed a bug in which the display did not work correctly in some cases when a series of selections with different numbers of choices were displayed.
- [Sprite Tool]
- Fixed a bug in which copying and pasting sprites in the reserved folder did not copy motions.
- [Resources]
- Fixed a bug that created a new material when a material with a different name than the model's material information was assigned.
- Fixed a bug that caused an exception when selecting a local file for adding motions.
- Fixed so that when renaming using "Rename File by Resource Name", the folder path is not changed if the file name before the change is different from the folder name.
- Fixed a bug in which "None" could be selected as the material for 3D stamps.
- Fixed a bug that caused an exception when multiple files were selected in Add Slice Animation, and after the first image was specified with image slice other than 1x1, the second image was specified with the same slice.
- Fixed a bug that caused an exception when a slice animation with a motion count of 0 was assigned to the player or events.
- Fixed a bug that caused an exception in some cases when overwriting files when adding resources from a DLC.
- Changed so that adding a model from motion does not generate a stamp.
- [Others]
- In each tree view, the opening and closing of folders with the +--- buttons has been modified to be remembered.
- Fixed a bug that caused an exception when adding some slice animations from the DLC "SMILE GAME BUILDER Pack".
- Fixed a bug that prevented events from working properly when the "door" resource included in the "Modern City Pack" DLC was specified as a graphic for an event template of the type that uses doors.
- Known Bugs
We have confirmed a case where the application cannot be opened from the taskbar when it is minimized. In this case, you can still save the project by right---clicking the icon on the taskbar and selecting "Close Window.
Then, please start Bakin again.
We will continue to investigate and fix this issue.
- ver1.2.0.4
- Bug Fixes
- [Events]
- In Ver. 1.2.0.1 or later, when "Center-Aligned"/"Right-Aligned" was used in the "Display String as Image on Screen" panel the coordinates would sometimes be displayed out of alignment.
- Fixed a bug that caused the text color to turn white when a string displayed in the "Display String as Image on Screen" panel was moved in the "Move Image" panel.
- Fixed a bug that caused cast members to be sent to the reserve even if "Remove from the Reserve" was turned on, when using the "Add/Remove Party Member" panel to remove a member from the party using "nth in the Party".
- Fixed a bug that caused a margin to appear in the lower right corner of the coordinate adjustment dialog in the "Display Image" panel after opening the Layout Tool.
- [Layouts]
- Fixed a bug in which the special formats \currentpartyclass and \currentpartysubclass were displaying icons instead of class names.
- Fixed a bug in which the display priority of free layouts was below the fade process since Ver. 1.2.0.1.
- Fixed a bug in the layout function that caused the cast status to be displayed incorrectly when the number of skills learned by the currently selected cast was 0.
- [Battles]
- Fixed a bug in which, since Ver. 1.2.0.1, skills that had an effect on both allies and enemies were not activated and were skipped.
- [Database]
- Fixed a bug in which selecting "Add with Another ID" when pasting a database entry into another project did not actually add the entry.
- [Resources]
- Fixed a bug that prevented adding terrain from a DLC from Ver. 1.2.0.1 onward from being copied correctly if a normal or mask map was specified for that stamp.
- Fixed a bug that was not immediately reflected in the preview when the frame value of motion was changed after Ver. 1.2.0.1.
- ver1.2.0.2
- Improved Feature
- When using "Copy Battle-Related Scripts to Game File", the reference path in csproj has been improved to be rewritten automatically.
We recommend Visual Studio (Community version is acceptable) installed with C# development capability as the environment for creating plug-ins.
- Bug Fixes
- Fixed a bug in which it was possible to copy and delete battle plug-ins even in projects opened from the Game Gallery.
If it has already been executed, it can be restored by running "Verify integrity of software files" from the Steam Client's Library > Bakin page Properties > Local Files.
- Fixed a bug in Ver. 1.2.0.1 where the "Ignore Elevation" option in the "Make Event Walk" event panel was not working.
- Fixed a bug in Ver. 1.2.0.1 that caused speech bubbles to be displayed at incorrect coordinates when speech bubble-type message/conversation panels were used consecutively.
- Fixed a bug in Ver. 1.2.0.1 that caused a crash when loading particles containing relative paths to upper directories.
Currently, we ask that you work with the .efk file and the textures and other resources it references on the same directory. We are considering an improvement regarding this issue.
- Note
After this version update, if you perform test play on a project that has a battle plug-in copied as of Ver. 1.2.0.1, you will receive a warning about the version.
However, there are no changes to the battle process in this upgrade, so the warning will not be a problem in terms of play.
If you do not want the warning, you can replace // @@version with 1.2.0.2 in the first line of battlescript\BattlePluginDef.cs.
(Overwrite copying of the battle plug-in can also solve this problem, but you will lose any changes you have made to the battle plug-in.)
- ver1.2
- Major New Features
- [C# Plug-ins]
Bakin has two types of plug-ins: tool plug-ins (.dll format), which extend the editor, and engine plug-ins (.cs format), which extend engine operation.
We have published a reference for "Battle Plug-ins" and "Event Scripts," which are engine plug-ins, and added the features necessary for creating battle plug-ins.
- Added "Copy Battle-Related Scripts to Game File" feature to the Map Editor upper menu > Functions > Expanded Features.
The battle plug-in must be exported from the default source written in C# and modified directly within the source. This function generates a battlescript folder in the project folder, and the default source code will be written out in that folder.
The source itself can be modified, allowing you to freely extend the battle system.
- The reference will be a website with brief descriptions of the relevant classes.
Plug-in Reference URL: https://rpgbakin.com/csreference/
- We have also updated the compilation method for C# scripts so that Linq and Nullable can be used.
- Added a sample project of a battle plug-in to the Game Gallery.
This project uses a plug-in to create a battle system in which a timer is set up to add values based on the casts' "agility" status as time passes, and the cast can choose their action when the timer reaches its maximum value.
Two patterns are available as battle layouts.
We hope you will use them as a reference when creating your battle plug-ins.
When using Layout Type-B, select the Battle Camera in the Camera Tool and use the preset data "Battle Camera F Back View 2".
- [Layout Tool]
- Multiple displays of the "Free Layout for Events" screen are now supported.
- Added "Open Menu" and "Open Free Layout" as container actions.
Starting from ver. 1.1.3, common events can also be called from Free Layout for Events.
- [Others]
- During test play, the feature to fast-forward through event scenes has been implemented.
This allows for faster play when debugging, etc.
In Game Definition > Rules and Operations > Assign Input Device, pressing a key assigned to Fast_Forward will fast-forward events.
The default specification is to assign the "left CTRL key" to fast-forward.
It is automatically included in new projects, but if not, please copy and paste the following into your project.
bind FAST_FORWARD LeftControl
- Added and Improved Features
- [Events]
- The event panel "Make Event as Operation Target" has been implemented.
This panel can be used to perform operations such as making other events walk, etc.
- The following features have been added to the "Advanced String Variable Operation" event panel.
- Implemented the ability to specify "nth in the Party".
- Ability to obtain information on cast members other than allies.
- The following features have been added to the "Advanced Variable Box Operation" event panel.
- Ability to obtain the elapsed time from the previous frame.
- Ability to obtain the coordinates of the camera itself rather than the gazing point.
- Ability to obtain class and subclass levels.
- Ability to obtain information on cast members other than allies.
- In the "Display Store and Check Results" event panel, it is now possible to specify the layout to be opened when executing and from the Buy/Sell screen of items.
- In the "Change Layout to be Used" event panel, the method of specifying the layout to be used has been improved.
- In the "Make Player/Event Walk to Specified Coordinates" event panel, the ability to use variable boxes for specifying coordinates has been implemented.
- In the event panels "Select from Selection and Check Results" and "Display Text as Image", the Input Support can be used for text decoration and control letters that call variables.
The type of Input Support available depends on the function of the event panel.
- When adding a member using the "Add/Remove Party Member" event panel, a feature has been implemented to send the member directly to the reserve list.
- The event panel "Start Event Falling" can now be executed even with acceleration "0".
By using this condition, the "Move with Physics Engine" Y-axis directional change can be applied to events in the floating state.
- [Layout Tool]
- We have added and improved features to unify the operating feel and increase operability.
- [Layout Preview]
- Changed so that hidden parts cannot be selected in the Layout Parts section.
- The display color of the rectangle representing the part selected by the mouse cursor and the parent part's rectangle are now different.
- Added the ability to move parts while holding down Shift and dragging to fix the axis.
- When multiple parts are selected by pressing Shift in the layout parts tree, they are also selected in the preview.
- [Layout Parts Tree]
- Lock feature for parts is provided.
- When multiple parts are selected and the display check box is clicked, the state of all selected boxes is switched.
- Changed the position of the new entry in the tree of layout parts when a new entry is added.
- Improved behavior so that name editing is canceled when a button such as copy is pressed while editing the name of a layout.
- [Others]
- Added search feature to the add layout part dialog.
- The Special Format Insert Support dialog can now be expanded and contracted.
- Reorganized the order in which action candidates are displayed in the "Container for Elements of Entry Selection" in the Layout Tool.
- When a duplicate layout is found when importing layouts, a dialog box is now displayed to allow the user to choose whether to overwrite the duplicate layouts.
- When clicking on a value specified for a system layout, a warning dialog box is now displayed informing the user that the layout must be copied before it can be used.
- [Layout Tools - Other Features]
- Added "Call Common Event" (do not close after calling common event) action to the "Container for Elements of Entry Selection" action.
- A special format has been added that displays a moving graphic specified in Database > Casts.
- A special coordinate specification tag has been added to adjust the scroll speed of the ticker.
- When layouts are converted by changing the execution resolution in Game Definition > Project Settings, a process has been added to automatically use the converted layouts if the layout to be converted is being used in an event.
- Specified an animation that fades in and out during playback of the system layout of the ticker screen.
- [Database]
- When adding a new entry in the entry tree of each menu in the Database, the entry is now added just below the selected position.
- [Sprite Tool]
- Added variations of interpolation like rotation and enlargement to color specification in the Sprite Tool.
- [Camera Tool]
- Added two preset data for the battle camera.
- [Map Editor]
- Added the feature to drag the quick toolbar to pin it in the desired position.
You can specify to enable or disable this feature in the Top Menu > Configuration.
- [Others]
- Changed the folder to which resources from the DLC are added.
Files imported from the DLC were previously stored in the same folder (ex. res/texture) according to file type, but now they are stored in separate folders for each DLC.
- In Resources > Motions, motion of models with no material specified that have not been assigned to a stamp can now be previewed to confirm motions.
- The minimum scale value that can be specified in the FBX import dialog has been extended to 0.0001.
- When selecting an icon image using the asset picker, a scroll bar is now displayed to enable handling of large images.
- Bug Fixes
- [C# Plug-ins]
- Fixed a bug where update/beforeupdate/afterdraw was not being called in C# scripts assigned to battle events.
- [Camera Tool]
- Fixed a bug in the battle camera where the gazing point was sometimes shifted by +0.5 in X,Z.
There was a case where the camera tool and the battle camera displayed differently, but this has been resolved.
Please note that due to this correction, if you have adjusted the battle camera coordinates strictly, it may be necessary to readjust them in some cases.
- [Events]
- Fixed a bug where particles displayed using the "Display Effect" event panel were being applied in the opposite direction of the target.
- Fixed a bug that prevented local variables for events generated by the "Generate Events" event panel from being displayed in messages.
- Fixed a bug in which operations other than the Y axis were not properly reflected when using the "Move Player with Physics Engine" event panel.
- Fixed a bug in the event panel related to conversations and messages that caused an exception when using the Input Support "\>" and not closing a message and then using "\!" to display a message.
- Fixed a bug that caused the player's motion to return to wait when adding a cast to the party.
- Fixed a bug in which if the event panel "Change Player Scale" was executed at 0 seconds, the scale value for saved data was not changed and the scale value was restored when going to a different map.
- [Battles]
- During battles, there was a function that displayed the status UP/DOWN by skill for enemies selected as attack targets, but this function has been removed for the time being. We appreciate your understanding.
If you would like to display the status change of enemies as icons, specify in the "State Definition" section that the status change should take place.
We are separately considering how to allow the display of status changes due to skills to be specified arbitrarily.
- Fixed a bug that could cause the previous battle state to remain internally, resulting in heavy processing.
- Fixed a bug in the battle formula where the enemy level was always calculated as 1.
- Fixed a bug where events placed in the battle background were sometimes not displayed during battles.
- Fixed a bug that caused even unselected monsters to be displayed in gray when selecting a target to attack.
- Fixed a bug where the subgraphic portion of the cast being selected was not blinking.
- Fixed a bug that could cause a monster to target an already-deceased companion when using supplementary magic.
- Fixed a bug that prevented the "Escape" command from working in some cases when a party member was attacked by a skill with Abnormal Action > Attack turned on and the party member was in that state.
- [Layouts]
- [Exporting Layouts]
- An error occurred when loading a project if an .rbr file exported by the Layout Tool was placed in the project.
The extension for exporting with the Layout Tool has been changed to ".lyrbr" so that errors do not occur when the file is loaded into the project loader.
(Caution)
Please note that placing an .rbr file of a previously exported layout in your project may result in a loading error.
- Fixed a bug where the Layout to be Assigned section was not immediately updated when an exported layout file was loaded.
- [Layout Parts Tree]
- Fixed a bug in which switching the display of the slider panel and spin panel was not immediately reflected in the preview.
- Fixed a bug that when copying and pasting layout parts, they were not pasted in the order in which they were selected.
- [Layout to be Assigned]
- Fixed a bug that caused some properties to be incorrectly specified as initial values when "Free Layout for Event" was copied.
- [Properties]
- When displaying the status of party/reserve members using the slider panels, the sliders are no longer displayed for party/reserve members that do not exist, even if they are specified to be displayed in the layout.
Along with this modification, a special format has been added for the slider panel that displays the status of the party/reserve member according to the "Container Management Number" of the parent container.
- Fixed a bug where special formats related to saved data were not displayed in the list.
- Fixed a bug that prevented some of the special formats in the slider panel from working properly.
This applies to formats without [x], such as partyhp and reservemp.
- Fixed a bug that caused an exception if the parent Container Management Number was -1 when using some special formats in the slider panel.
- [Layout Preview]
- Fixed a bug that caused a crash when clicking on the preview after starting the Layout Tool.
- Fixed a bug in the scrolling process when the preview is displayed at a size other than the screen size.
- Fixed a bug in which display position updates were not reflected after dragging a simple map.
- Fixed a bug that caused a crash when dragging and moving a container containing any special formats of the map display.
- [Game Execution Issues]
- Fixed a bug that caused the message feed mark to appear in an unintended position when displaying a selection after displaying a message and then displaying a further message.
- Fixed a bug that caused the text to be misaligned at the start of the display when a speech bubble was displayed above the cast.
- Fixed a bug that caused the game to start from the beginning when an empty save data was selected on the save data selection screen and the decision button was pressed.
- Fixed a bug that prevented hidden containers from being displayed when the layout was closed using the "Close" action of the Container for Elements of Entry Selection in the layout.
- Fixed a bug that caused the "Free Layout for Event" with no close animation specified to immediately talk to an event when closed with the decision key.
- Fixed a bug that prevented the special format displaying casts from being rendered correctly after an event to change the layout used.
- Fixed a bug that caused items and skill availability statuses to be displayed incorrectly.
- [Layout Conversion Issues]
- Fixed a bug in which non-default layouts were not converted when the runtime resolution of a game was changed in Game Definition > Project Settings.
- Fixed a bug that caused icons to be the wrong size when converting layouts containing icons.
- [Others]
- Fixed a bug in the system layout of the save file selection screen that incorrectly formatted the state change icons for the second and subsequent party members.
- [Sprite Tool]
- Fixed a bug that caused sprites to be deleted when the DEL key was pressed during renaming.
- [Resources]
- Fixed a bug that prevented material textures from being re-imported when re-importing models.
- Fixed a bug in which unnecessary resources were checked before replacing stamp materials, resulting in an increase in unnecessary textures, etc.
- Fixed a bug that was causing slow processing due to reloading of stamps when changing motions in motion sets.
- [Database]
- Fixed a bug in which changes to the State Definition "Assign Terrain State Change" specs were not being applied to test play.
- In the tree of each entry, fixed a bug in which "context menu shortcuts that should not be enabled" were falsely functioning when trying to rename an entry.
- [Game Definition]
- Fixed a bug in the Game Definition in which the screen would vibrate if the player continued to walk toward a cliff with Disable Jumping from Elevation turned on.
- Fixed a bug in which entries that should have been enabled were not enabled when Game Definition > Movement (Inertia) > Use Inertia to Move was turned on.
- Fixed a bug in Game Definition > Common Terms where the default battle message was deleted but reverted to the state before deletion.
- [Map Editor]
- Fixed a bug that caused shortcut keys such as Del key/Ctrl+C to malfunction while renaming in the map list and placed list.
- When multiple entries are selected on the map and in the Placed List, it is now possible to deselect a single entry by Ctrl+clicking on it.
- In the Placed List, the behavior of the display check box when multiple selections are made has been corrected.
- Fixed a bug in the battle test where the light source specification for the map currently being edited was being used instead of the battle background.
- [Others]
- Fixed a bug that sometimes caused the camera to move around during play, even if camera operation was disabled in the Map Settings or Game Definition.
- Fixed a bug with 2D stamps in "No Billboard Processing" that caused the length of the shadow and the degree of burial in the wall to change depending on the camera angle.
- When running a published game, if the monitor resolution is equal to or lower than the resolution specified by the game, the window cannot be moved after startup, so the game is now started with a window size slightly smaller than the monitor resolution.
- ver1.1.3
- Additional and Improved Functions
- [Layout Tool]
- The ability to specify variables as parameters to be reflected in the slider panel has been implemented.
- The following special formats have been added:
- Display array variables.
- Display cast description.
- Display units of money specified in common terms.
- An action can now be called from a menu placed on the Free Layout for Events screen.
However, this screen-placed menu behaves as "equivalent to the menu on the "Menu" screen of the Screen List". For more information, please see the "List of Screen Lists and Types of Layout Parts Used" section of this wiki.
- The following settings have been added to the properties of the Free Layout for Events.
- Whether or not the player's operations are limited to menu operations during the display
- Whether the screen can be closed with the Cancel button
- Unchecked parts in the "Layout Parts" column are now hidden when the game is executed.
- The page mark is now always displayed on the preview when "Display" is specified in the page mark setting of the Container for Entry Selection.
- [Events]
- A copy and paste function for the sheet condition panel of the event sheet has been implemented.
This can be done by right-clicking on the condition panel and selecting the context menu that appears.
- In the event panels "Display Conversation" and "Display Message", it is now possible to specify a speech bubble above the second and subsequent cast members in the party train.
- The event panel "Check String Variable Box" allows string variables to be compared with each other.
- [Battles]
- Added playback of battle_walk (when walking in battle) and dodge (when dodging an attack) motion transitions during battles.
- Fixed monster placement, battle test UI and default layout during battles.
- [Resources]
- For resources, whose properties cannot be changed, a warning message is now issued when the property portion is clicked.
(This includes default resources in the reserved folder.)
- [Map Editor]
- In the Placed List of the Map Editor, the icon to show/hide placements has been changed to check mark icons to match the function.
- [Others]
- When a vertex error occurs during a middle-click test play or when playing an exported published work, a dialog box will no longer be displayed.
- Bug Fixes
- [Layout Tool]
- When the special format "\currentsavemap" is used, nothing is displayed if the save data is empty.
- Fixed a system layout problem that caused the window to overflow from the screen when a long string of text was entered for a selection.
- Fixed a bug that caused incorrect display when displaying icons with clipping during layout.
- Fixed a bug that caused containers displayed as rectangles to remain invisible in preview view.
- [Battles]
- Fixed a bug in which class status was not being added to the status when displaying level-up after a battle.
- [Game Engine]
- Fixed a bug where dashing toward a gap between collisions could result in being buried in a collision.
- [Events]
- For the "Advanced Variable Box Operation" panel, a bug has been corrected in which the display order of right-click and center-click was reversed (i.e., the values obtained were swapped).
In addition, a bug has been fixed in which the state of being held down (1 being assigned) was not being reflected and 0 was being assigned.
- The following bugs in the "Display Image" panel have been fixed:
- The center point for rotating the image was not specified correctly.
- Failure to rotate slice animation
- Scale/rotation was not working in the preview of the display position specification.
- Fixed a display misalignment problem when displaying centered text in a ticker.
- [Resources]
- Fixed a bug that prevented changes to the direction order in the File Import dialog from being reflected when adding slice animations from a local file.
- [Database]
- Fixed a bug where the state definition "Increase Movement Speed" was not being reflected.
- [Game Definition]
- Fixed a bug in which the camera's "Get Behind Player Automatically" operation was enabled even when camera operation was disabled.
- [Camera Tool]
- Fixed a bug in the camera tool that caused the X angle to go dark when -90 was entered (it will be replaced by -89.999).
In addition, when a camera work in which the interpolation result passes directly above the gazing point is played back by the execution engine, an incorrect frame was inserted in the display.
- [Others]
- Fixed a bug that appeared in special cases such as "a space at the end of the game title" or "nothing written in the game title" when creating a project.
- When multiple launching projects in use, the project to be opened later is modified to be read-only.
- Removed unneeded minimize buttons from forms that had them.
- ver1.1.2
- Additional Functions
- Layout Tool: Added special formats showing status changes when purchasing equipment in the store.
selectshopitemequipstatus[x], selectshopitemequipstatus[x][y]
If you use the above special formats when selecting an item in the store, the status after equipping will be displayed. (If the item is unequipable or unchanged, nothing will be displayed.)
- Added "Basic Max Damage/Recovery Amount" to the "Rules and Operations > Game System Definition" section of the Game Definition.
- The following parameters have been added to the Database that increase or decrease the "Basic Max Damage/Recovery Amount".
- "Max Damage/Recovery Amount" of "Items > Change Elements > Equipment Item Settings"
- "Max Damage/Recovery Amount" of "State Definition > Influence of State Change > Influence on Battles"
The final Max Damage/Recovery is the sum of the Basic Max Damage/Recovery, the Equipment Max Damage/Recovery, and the State Max Damage/Recovery.
- In the asset picker, the properties of the selected resource are now hidden.
- Bug Fixes
- [Layout Tool]
- Fixed a bug that caused the cursor to be displaced when using an animation that changes scale when specifying an offset for the cursor.
- [Battles]
- Fixed a bug that could cause a rare exception when a monster fought back.
- Fixed a bug that sometimes caused the granting message to appear in two separate turns when the states were granted all at once.
- Fixed a bug in which when another state was added to an already granted state, the message for the already granted state was also displayed.
- [Events]
- Fixed a bug in the event sheet that prevented movement from being completed when conflicting walks, such as "forward" and "backward," were initiated simultaneously using parallel sheets.
After this version, the last issued walk command will have priority.
- Fixed a bug where when changing the event sheet, walking using the "Movement Pattern" executed in the previous sheet was not immediately interrupted, but moved slightly and/or motion was not reflected.
- Fixed a bug that caused incorrect speech bubble height values for stamps that use "Accurate Collision".
- Fixed a bug where adding a new member to the party while a cast member was in KO state would not update the party train.
- Fixed a bug in the "nth Status in the Party" of the "Advanced Variable Box Operation" event panel that caused an exception when assigning a variable to an index.
- [Database]
- Fixed a bug where the options column in Database > Casts > Battle Action AI was getting narrower each time the asset picker was opened.
- Fixed a bug that prevented the Database menu from opening in some cases under certain conditions.
- [Map Editor]
- Fixed a bug that caused event collisions that existed on the map specified in the map view (shown with the camera directly above) in the dialog for moving locations, etc., to appear on the map currently being edited.
- [Game Engine]
- Fixed a bug in Map Settings > Rendering Settings where the shadow cascade related settings for the map were not being reflected in the game.
- Fixed a bug where repeatedly pressing the jump button while walking would cause the next jump to be made before the player had fully landed.
- ver1.1.1
- New and Improved Features
- Formats for Input Support have been implemented that allow the contents of local and array variables to be displayed when a conversation or message is displayed in an event.
- All resistance values in the Database have been changed so that they can be entered as numerical values.
- The System Resources menu that was in Resources has been moved to Game Definition.
- When adding assets from local files or DLC using the asset picker, a progress bar is now displayed if the adding process takes a long time.
- [Game Engine]
- Fixed a bug that could cause the player to be trapped on the ground or in other places when dashing toward a table.
- Fixed a bug that caused the player cast to be affected by the state change of the terrain below the object, even when the player cast was standing on top of the object.
- Fixed a bug where collisions were not generated correctly for 2D stamps placed on maps.
- Fixed a bug in which the collision models' pre-loading and caching functions were not working when exporting and executing a published work.
- [Events]
- Fixed a bug that could cause movement by "Movement Pattern" on the event sheet to get stuck at the boundary of the movement range limit.
- Fixed a bug in "Display Ticker Text" that caused the display to end in the middle when a ticker containing blank lines was played by scrolling.
- Fixed a bug that could cause an exception when using "Rearrange the Order of Party Train" to place a non-party cast at the front of the party train.
- Fixed a bug in which the elevation of the destination was not adopted when moving to a different map when moving to a different location due to an event.
- Fixed a bug that could cause an exception when specifying an image number as a variable in "Display Image".
- Fixed a memory leak problem when starting to display a sprite in "Display Image".
- [Battles]
- Fixed a bug that caused damage numbers to overlap when using skills that damage HP and MP at the same time.
- Fixed a bug in which the value of the class's state resistance was not being added to the cast's parameters.
- Fixed a bug that caused an empty battlefield to be displayed when losing a battle in the battle test.
- [Map Editor]
- Fixed a bug in which, when converting an object to an event, canceling the edit would undo the conversion itself even after the Apply button was pressed.
- Fixed a bug where adding and deleting terrain stamps in Resources was not properly reflected when changing the map size on the Map Settings > Basic tab.
- [Layout Tool]
- Some wording used within the layout tool has been corrected to a consistent wording.
- Fixed a bug that caused the display of messages, conversations, and tickers to be corrupted when the display origin of the layout's text panel was specified to be other than the upper left corner.
- Fixed a bug that caused incorrect scale calculations for child containers when changing the scale of a menu container.
- Fixed the display of special formats for sliders and special coordinate tags in the special format list in the text panel so that they are not displayed.
- Fixed a bug in the special format for displaying variables in which the display did not reflect the result of a change in the contents of a variable due to an event or other influence.
- [Database]
- Fixed a bug that incorrectly indicated state changes and resistances of classes in cast parameters.
- Fixed a bug that sometimes prevented folders in the list of each section from being deleted properly.
- [Resources]
- The U/I of the file import dialog that appears when importing 2D resources has been corrected.
- Fixed a bug that caused an exception when changing model attributes on a terrain stamp.
- Fixed a bug that caused images existing in the res folder in the editing project to be saved as absolute paths when assigned to a normal map/mask map.
- In the process of adding to Resources, the behavior of drag-and-drop and adding local files from the asset picker is now the same.
- Collision models from local files (files whose filename ends with "_col/_col+number") have been modified not to be made into stamps.
- Fixed a bug in which resource files that did not need to be pasted were pasted when "Change ID/Use Same Procedure for All Thereafter" was specified in the dialog box when pasting a copied folder.
- Fixed a bug that sometimes prevented the scale selection combo box from being selected.
- [Others]
- Fixed a bug that caused incorrect values to be specified for audio when the config was opened.
- ver1.1.0
- New and Improved Features
- Cross-Save Shared Variables
Variables that exist beyond the saved data units and can be referenced from anywhere in the game have been implemented.
By using these variables, it is possible to change the game content before and after the game is cleared, or to record only the scenes seen during play in a multi-ending game. This feature can be used in games with story branches, such as novel games and adventure games, and can also be utilized in a variety of ways depending on the creator's ideas.
- Title Screen Call Feature from Event
Added a command script "Display Title Screen".
This makes it possible to display the title screen after the game's introductory event, or to display the title screen while showing the map with the camera.
Together with the cross-save shared variables, it is also possible to change the title screen before and after the game is cleared, and so on.
To skip the title screen, turn on Game Definition > Rules and Operations > Skip Title Screen. (You can also try launching the test play by right-clicking on it.)
The sample game "Orb Stories" has been updated to show how to call the title screen from an event and how to change the title screen before and after clearing the game using cross-save shared variables. Please use it as a reference for your game creation.
- Stamp Export/Import Feature and Ability to Published Export Files to Steam Workshop
Added the ability to export 2D/3D/terrain stamps and various resources as a single file and import them.
< Export >
1. Select the file(s) or folder(s) you wish to export in the tree section of each resource menu and right-click to display the context menu.
2. Select "Export Selected Elements" in the menu.
3. Each element of the stamp is compiled and exported in a file named .exrbr.
< Import >
You can import resources by selecting them from the Asset Picker > Local Files or by dragging and dropping .exrbr files into the Resources Tree section or Map Editor.
Also, exported .exrbr files can now be published to the Steam Workshop.
Please use it to publish your own stamps, etc.
- New 3D/2D stamps exported to Steam Workshop are now available free of charge.
We have released the following two samples of the stamp export feature. Enjoy using them to create your own games.
2D Cast Figure Graphics Set: This is a set of figure graphics that has been requested by many customers.
3D Models Stall Tent Set: This set will be 3D stamps of stall tents decorating the streets.
- [ Event Editor ]
- Added functions to the command script "Advanced Variable Box Operation" to obtain information on "Arithmetic Functions" and "nth Status in the Party" and to convert degrees > radians and radians > degrees.
- The command script "Play Movie" can now select the display priority of the movie.
In addition, a function has been implemented to end a movie that is playing when the movie to be played is specified as "None".
- The command script "Change Cast Graphic" can also be used to change the icon image of the cast.
- Changed the specification of the command script "Change Y Coordinate of Player/Event" to check if there are any obstacles in the upper or lower direction and added a function to stop there.
The previous specification was to go through the collision, but this has now been changed.
- [Map Editor]
- Added "Memorize Position" to the context menu of events on maps.
Events with this setting turned on will keep their post-movement position even after the player has left the map.
- Snap Tool has been added to the Tools palette.
After this tool is turned on, if an object or event is selected and brought within a certain distance to another object, it will be snapped at the outer perimeter.
- Random Pen placed on the Tools palette.
Random Pen function that randomly changes scale and angle when placing objects is made into a button.
(The existing shortcut Ctrl+Alt to Random Pen when using the Pen tool remains unchanged.)
- A button has been added to the Quick Toolbar that allows the user to turn on/off the "Falling by Gravity of Events" setting.
- The ON/OFF button for View Collision at the bottom of the Map Editor is now linked to the ON/OFF for displaying the collision range of events.
- [ Layout Tool ]
- Added Special Formats for Layout Tool
Various special formats have been added, focusing on attributes and information about reserve members.
- Implementation of a List of Tags Specifying Special Coordinates in the Layout Tool
Special Coordinate Specification Tags" in Container for Rendering and Container for Entry Selection can now be selected from a list of tags.
- [ Game Definition ]
- Rules and Operations > Use Default Battle Layout and Battle Layout Settings have been implemented.
This allows you to specify a default battle layout for the entire game.
Also, a switch to use/not use custom battle layouts has been implemented in Map Settings > Enemy Distribution, making it possible to not use battle layouts specified with this feature.
- The height limit of 50 for "Change Y Coordinate of Player/Event" that was in the Rules and Operations has been removed.
- In the Project Settings, it is now possible to specify the interval (distance) at which objects are continuously placed by dragging.
This setting is common to both the Pen tool and the Random Pen tool.
- [ Resources ]
- The asset picker now divides sound types into BGM/Environmental Sound/SE for clarity.
- When moving to the material edit screen from the "Material" section of the Properties in the Resources > 3D Stamps and Models screen, the material is now previewed in the model that is using the material.
- Added motion for emotion marks to Emotion in the Resources > Sprites reserved folder.
- [ Database ]
- The range of status increases/decreases values for items, skills, and state definitions has been expanded.
- Bug Fixes
- [ Game Engine ]
- Fixed a bug in the command script "Change Player Y Coordinate" that sometimes caused the player to warp to map coordinates 0,0 when pushing through terrain from below.
- Fixed a bug that sometimes caused the event to be started again after the command script "Delete Event" was executed on contact-triggered events.
- Fixed a bug in which when changing classes with a battle event, the status of the changed class was not reflected in the in-battle status.
- Fixed the display position of the cast graphic for conversations specified in the Layout Tool to be displayed correctly.
- Fixed a bug in which the "Enemy Level" specified and displayed with the Layout Tool was always displayed at 1.
- Fixed a bug that caused an exception when a sprite with no eye/mouth layer contents was specified as a cast to be displayed in the command script "Display Conversation".
- Fixed a bug that caused a crash when executing the command scripts "Check Collision State" and "Check Surrounding Collision Detection" within a common event initiated from a map, skill, or item.
- Fixed a bug that caused a crash when playing a movie with a file path using non-ASCII text in an English environment.
- [ Layout Tool ]
- Fixed a bug that allowed the user to press the Add Part button in the Layout Tool even when the layout to be assigned was not selected.
- The value displayed in the special format enemystatus[9] has been changed to the experience gained after battles.
- [ Event Editor ]
- Fixed a bug that prevented switching motions on the event sheet from being immediately reflected in the preview.
- [ Map Editor ]
- Fixed a bug that caused an exception when renaming an entry in the Properties while multiple entries were selected in the Placed List palette.
- Fixed a bug that sometimes caused the collision of the underlying object to be displayed incorrectly when an object was placed on top of it with the "Place on Top" button turned on.
- [ Resources ]
- Fixed a bug in Resources > 3D Stamps/2D Stamps Textures/Images where resource and folder names were not linked.
- Fixed a bug that caused resources with the same name to be created when a file was dropped from Explorer into each of the Resources menus.
- Fixed a bug that prevented a stamp with multiple subgraphics specified from being displayed correctly in the preview if any of the subgraphics specified had blanks for both graphics and local lights.
- [ Database ]
- Fixed incorrect initial value for Generate Events > "Number of Event Generated per Time" in Database > Casts > Other tab.
- [ Sprite Tool ]
- Fixed a bug that caused an exception when adding a sprite set.
- [ Camera Tool ]
- Fixed a bug that could cause an exception when editing the battle camera in the Camera Tool after test play.
[ Other ]
- Fixed a bug that sometimes caused particles placed on a map to blink in a published exported work.
- Fixed a bug that caused a freeze when quitting a published exported work while the map was being pre-loaded in the background.
- Fixed unnecessary folders are no longer displayed in the asset column of the asset picker "Ready-to-Use" tab.
- ver1.0.15
- New Features
- When the project path is displayed in the upper right corner of the Map Editor, right-clicking in the path display area now opens the project folder in the Explorer.
- Added state resistance indicators to the Cast Parameter Check View in the Test Play > Options menu.
- Added links to the official website/YouTube channel/Change Log in the Help menu at the top of the Editor.
- Functional Improvements
- When removing ally members from the party, you can now choose whether to put them in the reserve or not, and whether to remove them even from the reserve.
- The check for allies in the party for the execution condition on the event sheet can now choose whether to include the reserve.
- Bug Fixes
- [ Events ]
- Fixed a bug in which left-right flipping did not work when a sprite was used for "Display Conversation".
Note>
With this correction, if a character or other element is displayed using a sprite in a conversation event, the image will be reversed if the Flip Horizontal checkbox is turned on. We apologize for the inconvenience, but please check if you are using the same command in your events.
- Fixed a bug in which changing the cast to be displayed in "Display Conversation" did not specify the motion selected in the asset picker.
- Fixed a bug in which scaling did not work when a sprite was used for "Display Image".
- Fixed a bug in which events fired using "Generate Events" were sometimes affected by the "Movement Pattern" of previously generated events, resulting in unintended behavior.
- Fixed a bug in which the upper limit for a value input in the command script for manipulating HP was 3000.
- Fixed a bug in which a sheet with the "In Battle, Repeat in Parallel" event start condition for a battle event did not start executing when the condition was met in the middle of a battle.
- [ Test Plays ]
- Fixed a bug that prevented motions of some models from being played back correctly after Ver. 1.0.14.
- Fixed a bug that caused a crash that was still occurring on some map loads after Ver. 1.0.14.4.
- In the Cast Parameter Check View of the Test Play > Options menu, a bug has been corrected in which the attribute resistance was displayed as 0 when it was negative.
- Fixed a bug in which resistance values specified for equipped items and classes were not being added when the resistance of the attribute specified in the cast was 0.
- Fixed a bug in Items > Assign When Handling Skill where the target could not be selected correctly for those skills whose "Valid Only for Those KO" was not checked in the skill's specification.
- Fixed a bug in the success check when using a state change item on a map, where the equipment's resistance was not being added to the cast's status.
- Fixed a bug where the camera's playback status, such as playing or finished, was not saved.
- Fixed a bug that sometimes caused events with Falling by Gravity turned off to move through steps when walking.
- Fixed a bug where the target of "This Event" was the player when initializing the map, skills, items, and calling common events from the menu.
After this modification, "This Event" will be ignored when it is operated by the above call.
- Fixed a bug where the sound specified on the startup logo screen would only play for a moment.
- Fixed a bug in which the text effects of layouts used in messages and conversations were not reflected.
- Fixed a bug in which the text display position for messages, conversations, and tickers was not reflected even if the layout tool was used to specify the position.
- Fixed a bug in which the display was not always updated when changing members from the menu.
- Fixed a bug that prevented variables from displaying properly when the store layout was displayed.
- Fixed a bug that caused a crash when entering emoji during text input.
- [ Map Editor ]
- Fixed a bug that caused a mismatch between the display state of groups in the Placed List and the display state of objects in the group.
- Fixed a bug where changes to the collision range of an event were not immediately reflected in the Map Editor.
- Fixed a bug in the "Event to be Called Before Displaying Map" in Map Settings where the change of the common event name was not immediately reflected.
- Fixed a bug that caused the object stamp thumbnails in the Stamps Palette to disappear when the Resources menu dialog was closed with Cancel.
- Fixed a bug that prevented placing an event if a cast event was placed immediately after a cast was added.
- [ Resources ]
- Fixed a bug that caused some bone animations to be longer than the actual data in some cases.
- Fixed a bug where when adding Terrain Stamps/Particles from the DLC, the assets were not being added correctly when a dialog box appeared indicating that files of the same name already existed in the project.
- Fixed a bug that caused a crash when repeatedly changing material shaders.
- [ Layout Tool ]
- Adjusted the size of the thumbnails displayed in the Layout Tool > Layout to be Assigned list.
- [ Sample Game ]
- Modified the sample game to conform to current specifications.
- ver1.0.14.4
- Bug Fixes
- Fixed a bug that caused a crash after moving the map, which had been occurring in some environments after the Ver. 1.0.14.3 update.
- Fixed a bug that caused the selection window to grow a little larger with each selection displayed after the Ver. 1.0.14.3 update.
- Fixed a bug that sometimes caused teleporting to coordinates 0,0 when using the command scripts "Change Player Y Coordinate" and "Change Event Y Coordinate".
- Adjusted the animation of the sprite set, Emoticon "!speechless" used for the emotion mark.
- ver1.0.14
- New Features
- Guides have been added for dragging and moving elements in the Layout Tool > Layout Parts tree view.
- Layout Tool > Slider Panel text color can now be changed.
- Functional Improvements
- We have implemented load handling when a relatively large number of models are placed on a large map.
- Improved processing time when executing the command script "Change Layout to be Used".
- In the in-game menu, it is now possible to go back and forth between party and reserve members even with cursor movement input when operating the member change screen.
- Bug Fixes
- Fixed display problems with the asset picker.
- [Events]
- Fixed a bug that caused the player to teleport to coordinates (X,Y)=0,0 if a graphic change was made while the player was being rescaled.
- Fixed a bug that caused an exception on the map screen when a cast that was hidden by the command script "Add Casts to the Party Train/Rearrange the Order" was disabled for battle.
- Fixed a bug in the command script "Advanced String Variable Operation" where local variables were not available for array pointers.
- Fixed a bug in the command script "Display Ticker Text" where line breaks in the string to be displayed did not work.
- Fixed a bug in which the display state of the command script "Display String as Image on Screen" was not included in the saved data.
- Fixed a bug in which the text effects of layouts used in messages and conversations at events were not reflected.
- Fixed a bug that caused graphics from other sheets to overlap when inserting an event sheet.
- [Game Play]
- Fixed a bug that caused the player to receive damage when bumping into an enemy cast placed on the map, ignoring the amount of HP recovered by items, etc.
- Fixed a bug that when the player collided with an enemy cast placed on the map and the damage caused a game over, the player and the colliding event remained glowing.
- Fixed a bug in which the height of the speech bubble type conversation event window did not match the size of the text when the execution resolution was changed in the Game Definition.
- [Map Editor]
- Fixed a bug that sometimes created events with duplicate GUIDs (internal IDs) when copying and pasting cast-based events placed on a map.
This fix resolves the following issues that were occurring on the map where the event that caused this problem existed:
An exception occurs during save and load.
Unintended events are moved.
Local variables would be shared.
- Fixed a bug that sometimes caused the positions of placed objects to be linked between maps duplicated by copying and pasting.
- Fixed a bug in which changes to the resources that make up a stamp were not immediately reflected on the map.
- Fixed a bug that caused an exception when copying and pasting maps in the Map List after opening the Database and closing it with Cancel.
- [Resources]
- Fixed a bug that created data that could not be loaded when saving a 3D stamp with the material set to "None".
- Fixed a bug that could cause an exception when updating information on multiple selected models.
- Fixed a bug that prevented model scaling from working in some cases.
- Fixed a bug that caused semi-transparency to appear in an incorrect order and materials for additive compositing to appear missing.
- Fixed a bug that in some cases the folder preview display was not updated.
- [Layout Tool]
- In Layout Tools > System Layout, a bug that caused layout parts to move when dragging in preview has been fixed.
- Fixed a bug in the display of selections when using window images with large margins.
- [Other]
- Fixed a bug in which the Database > Casts > Others > Number of Event Generated per Time, Shooting Interval, and Movement Time fields contained incorrect values when selecting a normal asset in a new project creation.
In newly created projects, the case in which the following casts generated by events disappear on their own will be resolved. Target Casts: Hero A / Hero B / White Mage / Goblin / Metal Golem
If you are experiencing disappearing events for an existing project, please go to Database > Casts > Others and change the Movement Time to 0.
- ver1.0.13
- New Features
- Added the ability to skip the "Do Nothing" message in the command script "Specify Battle Cast Action".
- Bug Fixes
- Fixed a bug that caused walk and wait motions to start playing every frame for the player after ver 1.0.12, so the motions were not behaving correctly.
- Fixed a bug that the manipulator could not be operated correctly with the mouse after ver1.0.12.
- Fixed a bug that caused battle characters to be highlighted when they were hidden in the shadows.
- Fixed a bug in the command script "Rearrange the Party Train Order" that caused an exception when there was no character to display.
- Fixed a bug in the command script "Make Event Walk" where the "Pass Through Player/Events" checkbox did not allow the player to pass through.
- Fixed a bug in the Map Editor > Placed List palette that caused an entry to be deleted by pressing the Delete key while renaming.
- Fixed a bug that caused an exception when placing a Panel for Rendering Strings with MapPreview specified in Layout Tool > Text to the root of the Layout Parts List.
- Fixed a bug that caused an exception when the file tree view was empty at various locations in the Resources.
- Fixed a bug that caused a crash in the preview of the Resources containing the motion after deleting the model used in the motion in the Resources.
- Fixed a bug that prevented textures from being converted to png files when importing models with jpg files as textures.
- Fixed a bug that caused colors to change on export when specifying no SSS file in SSS material.
- Fixed a bug that prevented a battle from progressing when using the command script "Camera Playback" in Database > Skills > Common Event to be Called.
- Fixed a bug that prevented the next battle from progressing if the command script "Terminate Battle Forcibly" was used in Database > Skills > Common Event to be Called.
- ver1.0.12
- Functional Improvement
- For the player's walking process, a new walking process has been implemented that does not shift or bounce from side to side.
If Game Definition > Rules and Operations > "Use Inertia to Move" is turned off, inertia is to be 0.
If you wish to use inertia, please turn on this option and adjust each of the specified settings.
e.g.: Lowering the Damping Amount at Ground Level will reduce slippage.
- Asset picker has been improved.
The UI has been changed to make it easier to find ready-to-use assets.
Added the ability to add resources from the DLC with multiple selections, including folders.
- New Features
- Test Play > Debug Window now has a function to fast-forward through battles.
- An "Invisible Wall" event template has been added to the Stamps Palette > Events tab > Physics, which can be used to place restrictions on where the player can go.
You can place an event on the map and adjust its size to create a wall.
- Bug Fixes
- Fixed a bug that prevented resources such as skyboxes referenced only from the command script "Change Rendering Settings" from being included in the public export.
- Fixed a bug regarding the command script "Select from Selection and Check Results" panel that caused an exception when deleting the top selection in the editor.
- Fixed a bug that prevented images from being displayed when a variable was used for the Y magnification factor in the "Display Image" panel.
- Fixed a bug that sometimes prevented subsequent conversation windows from being displayed, depending on the command scripts combined between conversation panels.
- Fixed a bug that caused an exception when attempting to change the walking speed of an event during battle.
- Fixed a bug that caused an exception when attempting to select a target with a mouse click during a battle while the player was invisible.
- Fixed a bug that caused pointer information of array variables to be lost when exporting and importing events.
- Fixed a bug that caused the player to be affected by Terrain State Change even if the player was in the air.
- Fixed a bug in which, when using the Basic tab "Event to be Called Before Displaying Map" in the Map Settings palette, depending on the content of the event, the player could not be controlled even after the process was complete.
- Fixed a bug in which the cast's own accuracy and evasion rate was not reflected when playing the game from "Continue" until a status change, such as an equipment change, was made.
- Rotation and scaling behavior when multiple objects on the map are selected in the Map Editor has been corrected.
- Fixed a bug in the Map Editor that caused the eyedropper picked objects to change indefinitely while editing a map with many objects placed on it.
- Fixed a bug that sometimes prevented the Map Editor display from reflecting the results of editing the event collision range extensions.
- Fixed a bug that prevented object deletion if the starting point was included in the selection.
- Fixed a bug in which when an object was selected, the starting point was also selected at the same time, making it impossible to delete the object.
- In the Slice Animation Import dialog, a bug was fixed in which the dividing line specified in Slice Size would change position when the motion was switched, causing it to be imported in an incorrect form.
- Fixed a bug that caused some models imported from the Unity Asset Store to appear broken.
- After resource files are deleted, the empty OS folders are also modified to be deleted.
- When deleting related resources, the parent folder in the editor has been modified to be deleted when it is empty.
- When deleting a model, a texture was not a candidate for deletion if the stamp used the same material.
- Fixed a bug that caused events deleted by the command script "Delete This Event" to be restored by loading saved data.
- Fixed a bug that prevented editing of the tag field in the Camera Tool.
- Fixed a bug in which pressing Ctrl+C, etc. while editing an event in the text mode of the event editor would jump to the line with the matching initial letter.
- Fixed a bug in which the default "Yes/No" selection was written in Japanese.
- ver1.0.11
- Bug Fixes
- Fixed a bug that caused an exception in the battle test when there was a common event with "Collision Condition with Player (Operating Cast)" as an execution condition on the event sheet.
- Fixed a bug that caused an exception when performing a battle test from the battle panel on a common event.
- Fixed a bug that caused a crash when playing a WebM file with no audio track using the command script "Play Movie".
- Fixed a bug that caused a crash if the collision type was set to Mesh in the Resource > Stamp settings and the Mesh model was left blank.
- Fixed a bug that caused common events tied to an item to be executed even after the item's use was canceled.
- Fixed a bug that sometimes caused a cast without a jumpup/landing motion to have a different jump power or be able to make a double jump when the cast was set as the player.
- Fixed a bug that prevented the "Teleport Event" panel from taking effect from common events executed from other than items/skills.
- Fixed a bug in which deleting the event that executed the conversation while the conversation was being displayed would prevent operation even after the conversation was closed.
- Fixed a bug so that a confirmation message is not displayed when pasting data from the same project in the database.
- When pasting data from the database, if there is data with the same name in the destination, the data name is now sequentially numbered.
- Fixed a bug in which the contents of an event generated by "Generate Event" were sometimes mixed with the contents of another event and executed after the player moved to a different map.
- Fixed a bug in the Layout Tool > Text & Special Formats Insert Support dialog where the following formats could no longer be specified.
learncharactername : Name of Party Member who Learns a New Skill
learnskillname : Name of Skill to be Learned in Results
learnskillname[x] : Name of Skill X to be Learned in Results
- Fixed a bug that caused skin models to appear composited when rendering instances.
- Graphic data that contained incorrect settings has been corrected.
- Countermeasures have been taken to address the issue of slow operation of this tool in some environments.
Please try this along with the previously mentioned turning off "Threaded Optimization" in the NVIDIA Control Panel 3D Settings Management.
- ver1.0.10
- Added Feature
- A link to the "Shortcut Key List" has been added to the "Help" section of the Map Editor top menu.
- Bug Fixes
- Fixed a bug in Ver. 1.0.9 where the target to be generated by the command script "Generate Events" could not be selected correctly.
- Fixed a bug in the Layout Tool where the mini map could not be moved by mouse dragging.
- Fixed a bug in the Map Editor in which the relative positions of grouped objects were sometimes misaligned when pasting them.
- Fixed a bug that prevented games exported by the publishing work export function from running in environments where the Visual C++ 2019 Runtime was not installed.
If you have experienced a failure to launch the sample game "Orb Stories", which can be downloaded from the top page of the official RPG Developer Bakin website, please download the game again from there and give it a try.
Due to this problem, there have been cases where games distributed to other parties do not launch. We apologize for the inconvenience, but we would appreciate it if creators could try exporting their works again to see if the symptom improves.
- ver1.0.9
- Functional Improvements
- When a diffuse/normal/specular texture is set as the material for a model imported from Blender, a_n_rm is now automatically assigned to the albedo/normal/mask textures, respectively.
- Bug Fixes
- Fixed a bug that could slow down test play after opening the "Classes” of the Database.
- Fixed a bug that caused an exception when repeatedly executing the "Make Monster Appear" event panel.
- Fixed a bug in which placing an allied cast on the map would cause it to be added as a reserve member of the party.
- Fixed a bug that caused variables in deleted events to appear in the ALL category of variable labels.
- Fixed a bug that sometimes caused the graphic on Sheet 1 of an event specified in the Custom Event Settings in the Database to be automatically replaced by the graphic of the cast.
- Fixed a bug that prevented test play from starting if the saved data contained deleted cast members.
- Fixed a bug that could cause a crash when adding a resource overwrite by selecting from a file in the Layout Tool.
- Fixed a bug in the Layout Tool where the OK button could be pressed without selecting anything in the Add Layout Part dialog.
- Fixed a bug that caused Bakin to become inoperable for a long time when manipulating the position of a mini map with the Layout Tool.
- Fixed a bug that caused the engine to process very slowly when a mini map was used for free layout in the Layout Tool.
- Fixed a bug that sometimes caused light gray squares to appear on top of each other in the map editor.
- Known Issues
- There is a problem with the Steam overlay function displaying off the screen. Currently, we recommend that you do not use the Steam overlay when using this tool.
To turn off this feature explicitly, go to the right side of the Steam library page in Bakin and uncheck the “Enable the Steam Overlays while in-game” checkbox in the Steam Library > General menu.
- ver1.0.8
- The bug that prevented the published work export dialog from opening after the Ver. 1.0.7 update has been fixed.
- Fixed a bug that caused the texture in the blank area to be randomly corrupted on execution when the texture was left blank in the Resource -> Material Edit screen.
- Fixed a bug that caused automatic window width adjustment to only work on the narrower message when a series of speech bubble-type messages or conversations are used.
- Fixed a bug in which "Layout to be Opened" could not be selected under "Continue" in the Layout Tools -> Title Layout.
- Fixed a Bakin crash that could occur if the Asset Picker was opened and closed immediately.
- Fixed a bug that caused an exception when the Add button could be pressed to add more than the maximum limit of 2048 variable boxes to be used within the event editor.
We are currently experiencing a slowdown in test play after opening the "Classes" section of the Database. We apologize for the inconvenience, but restarting Bakin will temporarily resolve the issue.
- ver1.0.7
- Added Features
- Top Menu: "Update Log" page tab and "Back" button added to Info and Tips。
- Bug Fixes
- We have removed the -0.2 degree X-axis tilt that was implicit for the player and events.
- Fixed a bug in the command script "Event/Rotate Player" where decimals were not available.
- Fixed a bug where event destination symbols sometimes remained on the map without being erased.
- Fixed a bug in which local variables were not available in the command scripts "Teleport Player" and "Teleport Event".
- Fixed a bug that caused shader compilation errors during tool initialization in Radeon HD series graphics environments.
- Fixed a bug that caused image files to be locked and unable to be updated or deleted until the tool was exited when generating a map from an image.
- The process of obtaining the loop range of an ogg file has been corrected. This fixes a bug that prevented the BGM_Opening04.ogg in Sound Pack Vol. 1 from playing.
- Fixed a bug where battle formulas required commas for decimal points in some locales.
From this version onward, decimal points in battle formulas will be standardized to dots. If you have been entering commas, we apologize for the inconvenience and ask that you please correct this manually.
[Affected Areas]
Database -> "Damage Formula" for Items and Skills, "HP Recovery Formula" for Skills, and "EXP Calculation Formula" for Game Definitions
- ver1.0.6
- Functional Improvements
- Removed text limits for title, subtitle, and creator's name.
However, if the number of letters is large, the default title screen layout may run out of the screen in some cases. If this is the case, adjust the title screen layout in the Layout Tool after creating the project.
- Bug Fixes
- Fixed a bug that could cause an exception when using the "Display Effect" panel to play both sprites and particles on the same event.
- Fixed a bug in Event Editor > Panel Mode where copying and pasting the "Advanced Variable Box Operation" panel would change "Assign with Decimals Rounded Down" to "Assign Remainder of Division".
- Fixed a bug that occurred in Game Definition > Project Settings > Execution Engine Definition.
Changing the run-time resolution causes a crash / BGM initial volume cannot be changed.
- Minor corrections were made to the sample game "Orb Stories".
- ver1.0.5
- Fixed a problem that caused maps to become abnormally bright in newly created projects, etc.
The problem was occurring in some locales, including German and Dutch.
If you are still experiencing the problem after having this correction, please contact us through the Contact Us page.
- Fixed a problem in which bakinbattle.dll would not start if not allowed to run by its properties for publishing work.
With this modification, no special work is required to unzip a published work into a Zip file using Explorer.
- Fixed a problem where the RayCast panel was firing from the feet, making it very difficult to detect the player, among other things.
From this Ver onward, as previewed in the panel, it will be fired from an elevation of 0.5 square from the ground.
If you have already implemented events in a way that depends on the previous behavior, we apologize for the inconvenience, but please correct this manually.
- Fixed a bug that caused an exception when using a skill with no effect and common assignment for both allies and enemies on the map.
- Fixed a bug that prevented recovery from events during battles for conditions other than KO.
- Fixed a bug that prevented the event panel "Recover/Reduce Battle Cast's HP/MP" from working in battles.
- Fixed a problem in which a weapon item with "One Step Forward When Acting" could cause a monster with "Not Moving" specified to take one step backward when using a skill, item, or etc.
- Fixed a problem in which the camera with the gazing target set to "world coordinates" would not animate correctly when Game Definition > Rules and Operations > Camera Get Behind the Player Automatically was turned on.
- Fixed a problem in which pressing the F key with a Common Event or Battle Event selected in the Common Event palette would move the display range of the Map Editor to distant coordinates.
- Fixed a bug that sometimes caused the position of the splitter for Database and Resources to fluctuate unintentionally when the asset picker was opened.
- Improved the ability to toggle the display of a file path shown in the upper right corner of the map editor.
Moved to "View" menu to memorize ON/OFF
- Fixed a bug where Wav files were not being processed properly for playback.
- The section Game Definition > Execution Engine Definition > Font, which was not reflected due to specification changes during development, has been removed.
The font can be changed from the configuration settings in the top menu.
- Modified the various "House - Wall 01-03" models on the 3D stamps for the following three projects
Newly created project (Normal assets)
Sample game "Orb Stories"
House Pack Vol.1 (Free DLC)
- In addition, we have fixed several issues that were identified in the crash reports we received from our users, so that crashes do not occur.
- ver1.0.4
- Added Features
- Effekseer 1.70 is now supported.
You can use particles created with Effekseer 1.70 in Bakin.
- Bug Fixes
- Fixed a bug that caused the splitter position in the "Conditions to Run This Sheet" field in the Event Editor to change unintentionally.
- Fixed a bug that caused a higher value to be set internally when specifying the movement speed and frequency in the "Movement Settings" of the Event Editor.
After this version, the correct values are displayed and specified in the editor.
- Fixed a bug in the command script "Display Image" that caused a crash when selecting a sprite.
- Fixed a bug in the battle layout that caused an exception if a party or monster was placed outside the area range.
- Fixed a bug that caused an exception when a cast member repeatedly joined and left from the party in a battle event.
- Fixed a bug in the map editor "Placed List Palette" where group name renames were not being saved.
- Fixed a bug that caused the window to maximize when double-clicking the caption area on the Map Editor Quick Toolbar.
- Fixed a bug that caused the tool to crash if there was a description error in Game Definition - "Rules and Operations" - "Assign Input Device".
- Fixed a bug that prevented WAV files from playing properly.
- Fixed a bug that caused some dialogs, such as exit confirmation, for games exported using "Published Work Export" to be displayed in Japanese even in an English environment.
- ver1.0.3
- Added Features
- The manual wiki is also available from the "Info and Tips" section of the top menu. As previously, it is also available from the Map Editor's Help (H), so please click here while you are working on your game.
- For the property "Layout to be Opened" of the Layout Tool Layout Part's Container for Element of Entry Selection, the selectable layouts are now narrowed down according to what is specified in the entry "Action".
- Bug Fixes
- Fixed a bug that caused an exception when an item referencing a skill that invokes a common event was the second or later entry in the inventory.
- Fixed a bug in the rendering settings in Map Settings that caused an exception when minimizing a property that contained entries that were being edited.
- Fixed a bug in the game where events added to that map or common after a save were not reflected when loaded and played.
- Fixed a bug that caused resources other than stamps to be added when adding stamps from the right-click menu on the Object tab of the Stamp Palette.
- ver1.0.2
- Fixed a bug that sound was distorted in some cases when playing sound data in the tool.
- Fixed a bug where this tool crashes in the middle of the loading screen (progress bar).
If you are using an AMD Radeon GPU and have been experiencing this problem, please try this version.
- Fixed a bug that caused the editor to freeze or crash due to incomplete default data for creation.
- Fixed a problem with the screen turning light blue and stopping when playing the published sample game.
- Fixed a problem with the jump button, which is specified by default, reacting when closing the in-game menu.
- ver1.0.1
- Fixed a bug that caused the editor to freeze or crash due to incomplete default data for new creation. The problem has been fixed so that data that has already been created will not cause problems.
- 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 bug that prevented the "Asset Showcase" banner from displaying correctly.
- Other minor corrections