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Bakin Update: Ver. 1.9 (Major Update)

Chinese Style 2D Assets

  • “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 in which local variables could not be selected in the “Display Free Layout for Event” panel.

[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.
RPG Developer Bakin Wiki
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Author: Companion Wulf

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