This page contains creation tips to achieve a variety of game systems by using combinations of Bakin's features. The sample projects "Orb Stories" and "Dungeon RPG Sample" that appear below can be found in Bakin's Top Menu > Game Gallery.
In the "Dungeon RPG Sample," to hide the player when in first person, specify "Stamp with no graphic setting" in Database > Casts > Graphic for Moving.
Grid unit movement (movement in units of terrain squares) can be achieved by using a common event.
In the battles of the "Dungeon RPG Sample," the concept of front/back rows is specified on the party side. (For the sake of simplicity, enemies are only in the front rows.) Members in the back row cannot attack the enemy unless they have a long-range weapon, and conversely, bare handed attacks from the enemy will basically not hit them. Bakin achieves these mechanisms by specifying the following:
You can specify the placement of allies and enemies during battles in the Game Definition > Rules and Operations > Battle Layout settings, the Map Settings palette > Enemy Distribution, and the "Execute Battle and Check Results" event panel. Not only the display position during battles, but also the distance between allies and enemies is calculated based on what is specified here. The Dungeon RPG sample is positioned as shown in the following image.
To introduce the concept of attack range into battles, first, turn on "Use Attack Range" in Game Definition > Rules and Operations. Then, specify "Attack Range Judgment Type" as either "Line" or "Distance" in the pulldown.
For the difference between "Line" and "Distance", see Game Definition > Rules and Operations > "Attack Range Judgment Type".
Next, you need to specify the attack range of the weapon and the cast itself (bare handed attacks) in the Database > Items and Database > Casts > Basics tabs. The unit of attack range is the grid of the battle layout.
The Front/Back indications that appear above the members during battles in the "Dungeon RPG Sample" are specified in the Layout Tool > Battle Status.
In battle scenes in the "Dungeon RPG Sample," damage values and effects when attacked appear in the party status display area.
This is accomplished by placing parts with the special coordinate specification tag DamagePosition on the Layout Tool > Battle Status screen. Please refer to the "Damage Display Position" container in the layout parts list.
When the concept of front/back rows is introduced into battles, it makes sense to rearrange the order, such as putting deeply damaged members in the back row. In the "Dungeon RPG Sample," in addition to allowing "swapping places" as a battle command, we also handle such things as automatically moving members who have been disabled in battle to the back of the line.
To display the rearrange order command during battle, create a command in the "Battle Command Menu" under the Database > Casts > Battles tab, specifying "Swap Places" as the function to be assigned.
To automatically send members to the back row depending on their state during battle, first, turn on "Rearrange by State During Battle" in Game Definition > Rules and Operations. You may turn on "Restore the Original Order when States are Removed" if necessary.
And which state to move to the back is specified in the Basic Settings "Move to Back of the Party while Granted" in Database > State Definition.
In the "Dungeon RPG Sample," the background 2D graphics are switched as necessary, for example, between encounter battles and boss battles. This is achieved by an event.
First, place an event for background graphics on the "Dungeon_2DBattleMap" used as the battle map. Within that event, there are multiple event sheets that are activated by variable values, and background graphics are assigned to each of them.
Then, at the event where the battle occurs, the background is switched by putting the value for the event sheet you want to use as the background into a variable.
In the "Dungeon RPG Sample," each menu corresponding to the "Item List" and "Picture Book" has a narrowed-down list of entries to be displayed, such as "Weapons Only" and "Valuables Only. This is achieved through a combination of Database and Layout Tool functions.
You can freely set tags with a "#" in the Management Tags + Notes field under the Database Entry Tree. Items also have internally generated tags by specifying "Consumables," "Weapons," and "Armor" in the Basic Settings and setting the price to 0.
Use the Layout Tool to specify which of the tagged entries are to be displayed. You can specify entries to be displayed by specifying tags in "Management Tags for Items to be Displayed" in the layout properties of the Item Selection screen, etc. Note that specifying multiple tags will result in an AND condition ("00 and xx").
Please note that picture books will not be displayed unless "Register to Picture Book" is turned on in the "Others" tab of each option in the Database.
The Dungeon RPG sample's picture book, or Monsters in the "Notebook," shows only the enemy casts. To achieve this, we first specify the #Monster tag for casts that correspond to so-called monsters in Database > Casts. And this is achieved by specifying #Monster for the layout property "Management Tags for Items to be Displayed" in Layout Tool > Cast Picture Book.
In the "Dungeon RPG Sample," events occur where enhanced items like "Knife +1" come out of treasure chests or enhance items on hand. This is achieved through a combination of the following features:
If you want to make an item enhanceable, remember to first go to Database > Items and turn on "Enhanceable" for the item you want to have enhanced.
For items from treasure chests, we have set up an item enhancement event in Database > Items with a custom event. A custom event is triggered when an item is obtained. In the event, items from "+1" to "+3" will appear using random numbers and loops.
The item enhancement event on the B1 map is achieved by a combination of Layout Tool and Common Events. The common event "Item Enhancement_B1" is called from the action in the sub-menu container of the Layout Tool > Enhancement Item Selection screen.
Also, in the layout properties "Variable Specification," specify the "nth Parameter in the Inventory" variable to be used for "Item Enhancement" and "Advanced Variable Box Operation" on the Common Event side. Note that the Enhancement Item Selection screen takes effect in combination with Common Events.
Please refer to sample events in the Common Events section for more information on enhancing items.
(Caution)
Each enhanced item is treated as a different type of item.
The capacity of the Inventory, which can be set in Game Definition > Rules and Operations, allows you to specify the number of "types" of items the player can have.
In other words, each enhanced item is counted as "one type".
A mini map with auto-mapping is displayed on the screen. Icons of doors and treasure chests found are now also displayed on maps. These are achieved through a combination of the following features:
The mini map can be displayed simply by specifying the special format \minimappreview in the Layout Tool on the Panel for Rendering Strings. The size and display position of the mini map will reflect the panel's settings. In the "Dungeon RPG Sample," a layout called "minimap" is created in the Layout Tool > Free Layout for Events screen, and the mini map is displayed by calling the layout from a common event.
Footsteps can be sounded when the player walks on the terrain/object.
Footsteps can be set in "Sound Effects" under Resources > Terrains Properties.
Footsteps when walking on an object can be sounded by assigning a "terrain" with a set of sound effects.
Specify the terrain in the "Terrain Assignment" property of the simple collision in Resources > 3D/2D Stamps.
The "Sound Effects" set for "Terrain" will be applied.
There are settings for footstep volume and footstep playback speed in Game Definition > Rules and Operations, which can be changed uniformly.
It can also be changed using the "Change Footstep Settings" event panel.
If you want to adjust the volume of individual footsteps, you can go to Resources > Sounds and change the volume of the footsteps you are using.
Actions such as running up to a monster and slashing at it during a battle attack can be accomplished by using battle events.
Please refer to the images below for event details.
Actions that deal continuous damage in a single skill attack can be achieved by using common event.
Please refer to the images below for event detail.
You can specify a maximum level for casts and classes and then have events change that maximum level.
The Change Cast Status panel will be utilized.
It's a good idea to specify events at game milestones, such as "when the first chapter is completed" or "when an item is obtained."
For example, the following can be achieved:
Shaders such as a_n_wind_discard, a_n_rm_wind_discard, and map_wind_discard can be used to make the grass on the ground appear to sway in the wind.
Please refer to the material sb_obj_nature002_Grass01a (sb_obj_nature002_Grass01a) in the 3D stamp sb_obj_nature002_Grass01a in "Orb Stories".
By specifying the following settings, a cut scene with sprite animation can be inserted when a skill is activated.