Update: Ver. 1.12.1

New and Improved Features

Conversion Feature to Internal Format of Resources

The “Use Internal Format (beta)” feature has been implemented in Game Definition > Project Settings.

The default setting for this feature is “off”.

(!) This feature is in beta. It is recommended to save the project as an alias before turning it on.

  • When turned on, the model and textures are converted to a Bakin-optimized format (internal format) and saved in the project as a separate file from the original.
    The converted files will be placed in the library folder directly under the project folder.
  • This feature has the following advantages and disadvantages:
    [Advantages]
    • Speeds up the loading process during games.
    • The memory used by the game is reduced.
    • When exporting as a published work, game size is reduced by exporting only files that have been converted to the internal format. [Disadvantages]
    • Depending on your environment and the number of resources to be converted, the conversion may take a considerable amount of time.
    • The size of the project folder will increase as it will now contain files converted to internal format.
  • In addition, when this feature is turned on, the following actions are performed:
    • Adding resources to the project with this feature turned on will automatically convert them to the internal format.
    • When this feature is turned on, a backup of the project is automatically created.
  • In addition, the properties of the resources to be converted can be changed at once when this feature is turned on.
    If you wish to restore the properties that were changed in this dialog to their original settings, please use a backup file of your project or set them manually.
  • [Turn On “Texture Compression” for All Textures]

    [Advantages]
    Compressing textures can reduce memory consumption.

    However, the following types of textures, which have a significant impact on image quality degradation, are excluded.
       Textures for which the interpolation method is Nearest (e.g., for slice animation)
       Textures for LUT

    [Disadvantages]
    The image quality will be slightly degraded.
    • [Optimize Texture Usage Settings]
      Normal maps have dedicated texture compression, so if there are any textures assigned to normal maps whose usage is not properly set to “Normal,” change the setting.
    • [Backup the Entire Game File]
      Create a backup folder for the entire game file (project folder) with the folder name [ProjectFolderName_bak1].
  • Once this feature is turned on, turning it off will remove the Library folder from the project folder and use the resources before internal format conversion.
    Note, however, that “Resources” menu properties changed in the internal format conversion dialog will not be automatically restored.

[Game Definition]

  • In the system graphic, icons indicating the equipment types can now be specified.

[Events]

  • The text command \c has been added to panels that can display text, such as the “Display Conversation” panel, with the ability to restore the text color.

[Database]

  • Sorting can now be done by clicking on the “Enable”, “Ability Type”, and “Ability” columns in the ability editing UI.

[Map Editor]

  • Improved the behavior of the Map List palette.
    • After pasting a map, the editor will open the pasted map.
    • A blue circle is now displayed on the thumbnail of the map that is currently being edited.

[Test Play]

  • The performance meter opened from the option menu has been improved to a simpler form.

[Others]

  • Improved the combo box to open immediately when clicking on an unselected cell in a data grid view (e.g., in the database or other tabular format).
  • A “Save Information for Inquiry” feature has been added to the crash reporter when an exception occurs.

    By sending us the information you have saved using this feature via the inquiry form on our official website, we will be able to better respond to your problem.

Bug Fixes

[Layout Tool]

  • Fixed a bug in which sound effects set for sprite motions assigned to the visual effects of hidden parts would be played.
  • Fixed a bug that prevented the use of currentitem-related formats in the layout of the “Stores – Sell” screen.
  • Fixed a bug where an exception would occur when opening a picker to select a common event or layout in a state where submenu containers with “Common Event to be Executed” and “Layout to be Opened” properties set and submenu containers with nothing set were mixed placed and selected.
  • Fixed a bug in which if the decision button was pressed during the visual effect of a layout part, the visual effect was still treated as not completed.
  • Fixed a bug that allowed users to edit the motion of a sprite set of system resources when selecting motion for an effect.

[Sprite Tool]

  • Fixed a bug in which a motion was not immediately added to the list when pasting a motion with the motion selected on the sprite tree.

[Events]

  • Fixed a bug where moving to another map while a message or conversation was displayed did not perform event processing after the move.
  • Fixed a bug in the String Input panel where an exception occurred when specifying the number of characters that can be entered with the keyboard as a variable in cases where a number less than or equal to zero was set.

[Map Editor]

  • Fixed a bug that could cause an exception when multiple common events were selected and deleted.

[Database]

  • The display color of the damage value was fixed to the recovery color when the value of damage/recovery was “0” but has been corrected to display the value in the color for damage when the value caused by damage is “0”.
  • Fixed a bug in which the damage/recovery color set for the consumption status was not used when a normal attack was made during battle.
  • The wording of the “Success Rate” property under “Skills” and the tooltip description have been revised to be more consistent with the ability.

[Resources]

  • Fixed a bug that caused the motion blend time to be 0.1 second only in the Resource Window preview, and standardized the blend time to 0.2 seconds.
  • Collisions that were inadvertently added to 3D stamps for skyboxes have been removed.
  • Fixed 4 textures for the pre-installed terrain stamp EP1_wall_01.

[Battles]

  • Fixed a bug that caused a waiting time of 30 frames even if the “message upon state recovery” was empty when the state was recovered.
  • Fixed a bug in a battle event where the “Force Granting Below a Certain Value” ability was not checked immediately when using the “Change Cast Status” panel and the “Recover/Reduce Battle Cast’s HP/MP” panel.

[Test Play]

  • Fixed a bug that could cause the tool to crash due to insufficient buffer when debugging display of collisions when a mesh with many vertices is used as a collision.

[Others]

  • Fixed a bug in which an exception would occur, and the editor could not be started depending on the status of settings.dat, which records the editor’s window placement, etc.
  • Fixed a bug that caused the font.ttf of the first project to remain reflected when returning to the top menu and opening another project after opening a project containing font.ttf.
  • A minimum size has been set for the dialog palette.
  • Fixed a bug that could cause display corruption when resizing the top menu with a project selected.
  • Fixed a bug in the battle status screen of “Orb Stories” where the “special format” of the MP display for party member #4 was incorrectly specified.
RPG Developer Bakin Wiki

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