First-person games can also be created.
Not supported at this time.
You can import assets such as 3D/2D/sound/movies for use in game creation.
Please see Specifications of Various Assets for the standards for each asset.
Paid and free DLC are available on Steam.
For a list of DLCs, please click below.
Clicking the "Add" button on each category in the resource menu opens the asset picker, from which you can import assets.
For 2D/3D assets, you may want to import "stamps".
See 3D Stamps - Import and Export for more information.
Backup file settings can be made in the Top Menu > Configuration.
To resume editing from a saved backup file, go to the Top Menu "History" or "Local PC", select the project you wish to edit, and then select "Continue from Backup".
First, please make sure that the rights to the font you wish to use have been cleared for distribution.
First, specify "Use the Standard Font" in the Top Menu > Configuration > In-Game Font Style.
Next, place the font file "font.ttf" you wish to use directly under the folder of the project to be exported, and export your work.
At this time, the ability to enable/disable the dash during the game has not been implemented.
It is not possible at this time to change the operating method during the game, such as operating for a side-scrolling game on one map and a top-down perspective game on another map. (It is possible to change the camera's viewpoint for each stage or scene.)
You can create and customize plug-ins in C#.
However, only some features are open for acceptance of plug-ins at this time.
We will gradually release more sections through the Early Access period.
Right-click on the event placed on the map editor and make sure "Falling by Gravity" is turned off.
"Falling by Gravity" can also be toggled on and off in the properties of each object in the "Placed List" palette.
Specify the property "Type" as "SE" for the imported sound data in Resources > Sounds.
If "Play as 3D sound" in the "Play Sound Effect" event panel is checked, the volume will change depending on the distance between the event and the player. Uncheck the box if you do not need volume attenuation with distance, such as for system sound use.
The collision range can be specified from "Custom Collision Range" in the event sheet "Change Elements During Sheet Execution".
Event contents can be exchanged through external files using "Export" and "Import" in the upper right corner of the event editor.
However, resources specified in the event must be exchanged separately.
(e.g., the image data specified in the command script "Display Image" must be given to the other party separately from the event).
If a condition is specified for an event to execute, the event will not appear on the map until that condition is met.
For example, let's say you want to create a "villager who joins the party when the player has a certain item" event.
If you want to keep the villager visible regardless of whether or not the player has an item, you need to create an "unconditional" event sheet in addition to the event sheet that has "has an item" as the execution condition.
If there are multiple event sheets, it will check the sheets at the top and bottom of the list to see if the conditions are met.
Please note that if the sheet on which the condition is met is not a parallel event sheet, the event will be terminated by executing the contents of that sheet.
In the Database > Casts > Others tab, you can specify "Events Disappearing Conditions" to determine when the cast will disappear after being fired.
If you create an input screen with only numbers displayed in the "String Input" event panel and then have the user input the data, you can treat the variable that receives the input as a "value". However, if a variable has a content other than "value", the variable is treated as "0" if it is treated as a "value".
From the Input Support button in the event panel displaying the conversation or message, select \H[Name on Database] and insert it, then replace the [Name on Database] part with [(name of that cast registered in the Database)].
If you do not insert a frame elapse, the system is designed to continue processing without becoming idle as long as possible, so insert a 0-second "wait" panel at the appropriate timing when you want the frame elapse. (It does not freeze because it contains a timeout specification when a maximum of one second has elapsed.)
If you are not sure when to put it in, we recommend just before the "End Loop".
This can be solved by going to Resources > Images or Resources > Textures and specifying "Clamp" for the Uwarp/Vwrap/Wwrap property of the image that is causing the problem.
Not possible at this time.
See Formula for Calculating Level Increase by Experience on the Casts page for the formula for calculating the increase in status when leveling up and the amount of experience it takes to level up.
This can be changed by giving them a weapon item and editing the damage calculation formula for that weapon.
This can be done by using a system of classes and subclasses.
Currently, one attribute can be specified as a cast-specific ability, but multiple attributes can be added to a cast by specifying a class and/or subclass that has an attribute.
Whether an attack hits or not is determined by taking into account the evasion rate of the attack target and changes in accuracy and evasion rate due to weapons and conditions. During test play, compare the attacker's accuracy with the opponent's evasion rate Total in the Cast Parameter Check View that opens with the F6 key.
For state properties that affect the battle result, turn off the Removal Condition "When Battle Ends". If you want to remove the state after the battle, you can specify the Removal Condition "Time (Seconds on Map)" to 1 (remove the state after 1 second has passed on the map after the battle), or create a common event that works in parallel with the event to remove the state.
You can add more by going to Resources > Terrains and loading the textures, etc. to be used for the terrains.
See Assets - Terrains for more information.
Footsteps can be specified in Resources > Terrain Properties "Sound Effects".
Import the sound effect you want to use for the footstep sound into Resources > Sounds and specify the property "Type" as "SE" in advance.
The interval between footstep sounds is a point for future improvement.
It is the "stamp" that can be placed in Bakin and placed on the map.
If you are importing graphic assets from the DLC, usually add them from the "3D/2D Stamps" section.
Non-stamped resources can be made into stamps by using the "Generate Rendering Stamp" above the file tree for each resource, which will then appear in the Map Editor's Stamps palette.
Stamps that are not in any folder in the file tree are in the "Uncategorized Folder" in the Stamps palette.
In Resources > Particle Properties, specify the appropriate value in the Effect Play Time section to ensure that the effect will play to the end.
Yes, it is possible.
Select multiple resources you wish to change, and rewrite the options in the properties to apply the changes to all selected stamps.
In Resources > Materials Properties, specify Double Sided for the Culling section so that the polygons will be rendered on both sides.
There is no certain way to do this, as it depends on your environment.
However, the process can be reduced by removing collisions on objects that the player will never come into contact with, or by replacing collisions with simple collisions such as boxes. (In simple collisions, mesh processing is heavier because of the finer collision detection.)
Please check the Resources for the stamps you are using and change the specifications as necessary.
The dialog will appear if the fbx to be imported into the project has "materials with existing textures in the project" or "untextured materials".
This dialog asks you to choose whether you want to assign existing materials to those materials to make them common.
It is useful to have a common material between stamps and models so that material properties can be changed at once.
Screens with no checkboxes in the layout are screens that are called from other screens.
The checkboxes can be used in the game by specifying them in the "Layout to be Opened" property of the "Container for Elements of Entry Selection" for the layout that has the checkboxes.
Screens that do not have a check box to the left of each layout in the Layout to be Assigned column of the Layout Tool are screens that are called from other screens. The newly created layout must be specified in the "Layout to be Opened" property of the Container for Elements of Entry Selection placed on the screen from which it will be called.
The thumbnail will be thumbnail.png located directly under the project folder.
You can also make a thumbnail of the title screen, etc. by right-clicking in the layout tool preview and selecting the "Capture and Save as Thumbnail".
Yes, it is possible. All resources contained in layouts can be exported to a single file, which can then be imported from the Layout Tool.
See Layout Tool for more information.
It can be turned on or off in the Top Menu > Configuration.
You can turn off the display by going to the "View" menu > "View Project Paths" at the top of the Map Editor.
Not possible at this time. We are currently considering how to handle this issue.
Yes, it is possible. With a few exceptions, the resources contained in maps are also copied.
See Multiple Launch of Bakin for more information.
You can specify the assignment of actions to keys and buttons at Game Definition > Rules and Operations > Assign Input Device.
If it is a jump, you can turn off the jump by commenting out the following section with "//".
// --- Jump bind JUMP X bind JUMP PAD_BUTTON3
See Assign Input Device for more information.
Not possible at this time.
During test play, open the debug window using the F5 key and check that free fall is not turned off in the system status tab.
Falling by Gravity can be toggled on and off from the context menu by right-clicking on the "Start Point" specified. (You can also switch from the Quick Toolbar).
The "height of steps that can be climbed" and "jumping off from elevation" can be set in the Game Definition > Rules and Operation Settings.
It is possible.
The camera operation can be switched on the configuration screen.
The success rate of "escape" on the player's side is determined by the following formula.
If the "escape" attempt fails, the success rate increases by 15% for each failed attempt.
(1.5 - Highest Agility of the Enemy Party / Highest Agility of the Party (Player)) * 100 Highest Agility of the Enemy Party: The agility value of the fastest monster in the enemy party Highest Agility of the Party (Player): The agility value of the fastest cast member in the party (player)
If the monster chooses to "escape," the decision is not made and 100% of the time it succeeds.
See System Requirements for details on operating environment.
In addition, a "Sample Game for Operation Check" is available on the official website for you to try.
(Please refer to the notes on the use of this game.)
It is the same as the operating environment of the tool.
It works.
At this time, only the Windows version is available.
If you are using an NVIDIA GPU and experiencing slowdowns when playing RPG Developer Bakin test plays or sample games, please try the following.
https://store.steampowered.com/news/app/1036640/view/3398554764317089976
There are no restrictions on the content of games created using this software.
However, we are not responsible for the content of the created game or any problems that may arise when distributing or selling it.
Please confirm the license agreement for the main unit and DLCs before use.
https://rpgbakin.com/pukiwiki/#reea24f1
Yes, you can.
No royalties will be paid to us for distribution, whether paid or free.
However, we are not responsible for the content of the created game or any problems that may arise when distributing or selling it.
Please confirm the license agreement for the main unit and DLCs before use.
https://rpgbakin.com/pukiwiki/#reea24f1
The content may be sold in accordance with the terms and conditions of the license agreement for each downloadable content.
All can be used.
At this time, only works for the PC can be produced.
However, as with the previous "SMILE GAME BUILDER" tool, we plan to export projects created using this tool to other tools, from which they can be exported to home console software and mobile device applications.
Although the schedule is not yet decided, we plan to provide some form of functionality to export this tool's project as a Unity project, similar to its predecessor, "SMILE GAME BUILDER". We expect you to use that and export to mobile and consumer devices via Unity.
We believe it is possible if you create a patch file using a commercially available binary diff tool. (We will not be able to provide specific tool names or instructions on how to create patches, as this is a product of another company.)
Only XInput controllers are supported at this time.
(On Bakin, DirectInput controllers are also available, thanks to controller support by Steam).
For those who have problems with this tool not launching, please terminate the task of the sound utility "Nahimic" in the Task Manager, which may improve the situation.