First-person games can also be created.
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.
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.
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.
Please make sure it is not specified for 3D sound.
If "Play as 3D Sound" is turned on in the command script "Play Sound Effect", the volume will be attenuated according to the distance from the event.
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).
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.
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.
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.
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.
At this time, it is not possible to place menus in the "Free Layout for Event".
This will be resolved throughout the Early Access period.
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".
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.
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".
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.
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
At this time, only the Windows version is available.
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.
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.
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.