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''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>''	
*Switching the Camera [#q1286f89]
''In Bakin, you can move the camera freely in a 3D space and switch between first-person and third-person views.''
''Try using the camera to create unique visual expressions or enhance your gameplay experience.''

''In this section, let’s switch to a first-person camera before heading into the boss battle.''

**Creating the Boss Map [#v561b6f4]
''First, let’s set up the “Boss map“.''
Design a layout where, after exiting the cave map, the player walks through a corridor with tall walls on both sides before entering a large chamber.
Refer to the image below as a guide.
#ref(./Switching the Camera_1.jpg,40%)
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**Creating a New Camera [#ra97637e]
''In Bakin, camera data (cameras) are created using the [[Camera Tool]].''
Once created, the camera can be assigned to in-game events and used during gameplay.

''Open the [[Camera Tool]] from the Master Menu.''

There are four main types of cameras: Normal Camera, Map Camera, Battle Camera, and Conversation Camera.
In this section, we’ll create a Map Camera, which is tied to specific maps.
For more details on camera settings, refer to the [[Camera Tool]] page.
#ref(./Switching the Camera_2.jpg,40%)
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***Map Camera [#w753ea8c]
''In Bakin, each map can have its own camera data, which is used specifically within that map.''

''From the camera list on the left side of the [[Camera Tool]], select the Boss Room map.''

Currently, there is only one camera called Normal.
The Normal camera is a shared camera that can be applied across all maps—for example, it's commonly used to follow the player while they are moving.
In this tutorial, since we want to change the camera only while the player is moving inside the “Boss map“, we’ll leave the Normal camera as it is and add a new camera.

''With the “Boss map“ selected, click the Add button above the camera list to create a new camera.''
Name this new camera “Boss Room“.
#ref(./Switching the Camera_3.jpg,40%)
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Once the new camera has been created, click the Load from Preset button above the camera preview and select First Person Camera.
#ref(./Switching the Camera_4.jpg,40%)
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The preset values will be applied to the camera properties on the right-hand side, and the preview will update to show the first-person perspective.
#ref(./Switching the Camera_5.jpg,40%)
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Once you've confirmed that the camera is set to first-person view, as shown in the figure above, click the OK button to save the settings and close the Camera Tool.

''Now the “Boss Room“ camera has been set up as a first-person camera.''
''Next, let’s call this “Boss Room“ camera using an event.''

**Splitting the Map Transfer Event [#p91c32a4]
''Before calling the camera, let's modify the event that transfers the player between maps.''

''Return to the cave map (Map_3), double-click on the Labyrinth door to open the Event Editor.''
Right-click the “Brighten/Darken Screen” panel at the end of the "Map Transfer" sheet and select “Comment Out / Cancel.”
The “Brighten/Darken Screen” panel is now enclosed between “Comment Start” and “End Branching” panels.
#ref(./Switching the Camera_6.jpg,40%)
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-''Comment Out''
Any event panels enclosed by comments are skipped and not executed during gameplay.
This is useful when you want to test the event flow while temporarily disabling unnecessary panels.
(Just don’t forget to cancel them when you need them again!)
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(Note: In this case, we deliberately didn’t delete the panel so we could introduce the comment function, but it’s okay to delete this panel entirely.)
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''Because of this change, when you go through the Labyrinth door and transfer maps, the screen will remain dark.''

**Playing the Camera [#wd12bf77]
''There’s a reason we left the screen dark after the map transfer event.''
That’s because you cannot play the “Boss Room” camera, which is tied to the “Boss map”, until after you have entered that map.

''In the Map List Palette, select the “Boss map”.''
Click anywhere on the map terrain and press G to open the Event Editor.
#ref(./Switching the Camera_7.jpg,40%)
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''Name the event "Boss Room OP" and configure it as follows:''
Sheet name: “Entered the Boss Room”
No sheet conditions needed
Turn OFF “Collide with Player” and “Collide with Events” in “Change Elements During Sheet Execution”
Set the event trigger to ''“Automatically Start (Only Once in Parallel)”''
Add a “Camera Playback” panel from the “Camera” category. Assign the “Boss Room” camera to it
Add a “Brighten/Darken Screen” panel from the “Screen Effects” category. Set it to brighten over 0.5 seconds and wait for completion

''Note:'' The reason for turning off “Collide with Player/Events” is to reduce unnecessary processing load.
When these switches are ON, the system constantly checks for collisions, which can increase processing demand and slow down the game.
If your event doesn’t need collision detection, make it a habit to turn these switches OFF.

#ref(./Switching the Camera_8.jpg,40%)
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''Once you've set up the event, place the starting point in front of the Labyrinth door in Map_3 and begin test play.''
Press the F5 key to open the debug window and click the “Variable Monitor” tab.
Click on the variable “Door Opened” and input “1.”
Touch the door to trigger the map transfer.
#ref(./Switching the Camera_9.jpg,40%)
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''When you enter the “Boss map”, the camera will switch to first-person view.''
''However, the back of the character’s head appears centered on the screen.''
#ref(./Switching the Camera_10.jpg,40%)
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**Hiding the Player [#z8fc7f41]
''When using a first-person camera, it's generally best to hide the player's character graphics.''
(You could also create graphics that only show the player's arms, and display those instead—this is another possible approach.)

''Open the event “Boss Room OP” and add a panel at the beginning: Category: “Player” > “Make Player Invisible/Visible.”''
Set it to make the player invisible in 0 seconds and wait until the transition is complete.
#ref(./Switching the Camera_11.jpg,40%)
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''As before, start a test play from in front of the Labyrinth  door in Map_3.''
''This time, the back of the player’s head should no longer be visible.''
#ref(./Switching the Camera_12.jpg,40%)
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**Camera Settings Using Map Configuration [#kd927dfc]
''In this tutorial, we changed the camera via an event, but if you just want to change the camera when entering the map, you can also do that in the [[Map Settings Palette]] under the Basic tab.''
In the Basic tab, under “Camera to be Used,” select the “Boss Room” camera.
Once selected, open the “Boss Room OP” event and comment out the “Camera Playback” panel. Then try running a test play.
#ref(./Switching the Camera_13.jpg,40%)
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''This time, we changed the camera that is used while the player is moving.''
''Of course, you can also create a camera specifically for event scenes where characters have conversations, and call that camera from within the event.''
''For more details, see the [[Camera Tool]].''

''Now you're ready to take on the boss battle.''
''Let’s go ahead and create the final event!''

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''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>''

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