RPG Developer Bakin

RPG Developer Bakin

Baz 22 Oct, 2022 @ 10:14pm
2
Bakin Request Thread
I think a single post with a master list of searchable requests would make it easier for the developers to look through. Add your requests in the comments and I'll add them to the master list.

Master List:
Last edited by Baz; 12 Nov, 2022 @ 7:55am
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Showing 1-15 of 81 comments
sylardean 23 Oct, 2022 @ 12:45am 
An option to turn off certain parts of Post-processing effects for your game.

For example.. I love the post processing but HATE WITH A PASSION the blurring effect that happens in areas, especially if you have a small house room inside.. and it blurs everything.. its straining on the eyes.
madzell 23 Oct, 2022 @ 10:49am 
Originally posted by sylardean:
An option to turn off certain parts of Post-processing effects for your game.

For example.. I love the post processing but HATE WITH A PASSION the blurring effect that happens in areas, especially if you have a small house room inside.. and it blurs everything.. its straining on the eyes.

You can turn the blur off. DOF (Depth of Field) in the Rendering tab in the Map Settings. It also has other settings for it, if you want just a little blur. But you can turn it completely off.
sylardean 23 Oct, 2022 @ 10:52am 
Originally posted by madzell:
Originally posted by sylardean:
An option to turn off certain parts of Post-processing effects for your game.

For example.. I love the post processing but HATE WITH A PASSION the blurring effect that happens in areas, especially if you have a small house room inside.. and it blurs everything.. its straining on the eyes.

You can turn the blur off. DOF (Depth of Field) in the Rendering tab in the Map Settings. It also has other settings for it, if you want just a little blur. But you can turn it completely off.

AH NICE! thanks!
RULY 23 Oct, 2022 @ 11:05am 
An option to change the player's camera type and angles when they walk into an event (not sure if this is implemented yet, someone please let me know if it is)
madzell 23 Oct, 2022 @ 11:15am 
Originally posted by RULY:
An option to change the player's camera type and angles when they walk into an event (not sure if this is implemented yet, someone please let me know if it is)

This you can do. Make a camera in the Camera tool. Set the target to World Coordinates. Set it up at the angle you want. Then make an event with a custom collide range and make it to when the player comes in contact to switch to that camera. You can do this to set up a camera system like FF7, 8, or 9.
RULY 23 Oct, 2022 @ 11:16am 
Originally posted by madzell:
Originally posted by RULY:
An option to change the player's camera type and angles when they walk into an event (not sure if this is implemented yet, someone please let me know if it is)

This you can do. Make a camera in the Camera tool. Set the target to World Coordinates. Set it up at the angle you want. Then make an event with a custom collide range and make it to when the player comes in contact to switch to that camera. You can do this to set up a camera system like FF7, 8, or 9.

Thank you friend, very much appreciate this explanation.
madzell 23 Oct, 2022 @ 11:28am 
Originally posted by sylardean:
Originally posted by madzell:

You can turn the blur off. DOF (Depth of Field) in the Rendering tab in the Map Settings. It also has other settings for it, if you want just a little blur. But you can turn it completely off.

AH NICE! thanks!

Originally posted by RULY:
Originally posted by madzell:

This you can do. Make a camera in the Camera tool. Set the target to World Coordinates. Set it up at the angle you want. Then make an event with a custom collide range and make it to when the player comes in contact to switch to that camera. You can do this to set up a camera system like FF7, 8, or 9.

Thank you friend, very much appreciate this explanation.

You both are welcome. I am still learning all the little bits this engine can do, but I'm glad I can help.
Last edited by madzell; 23 Oct, 2022 @ 11:29am
CrimsonDragon 25 Oct, 2022 @ 6:30pm 
Request to add the option to make 2d game.
Arthritic 25 Oct, 2022 @ 7:57pm 
Remove Article 07 Section 02 from the current EULA. Why are we posting a Smileboom copyright statement on OUR game? Is the final game not our property? You've seen this before a bunch Baz. As a matter of fact, I believe you had a lot to do with the PGMMV deal.
Last edited by Arthritic; 25 Oct, 2022 @ 8:04pm
Baz 25 Oct, 2022 @ 11:20pm 
Originally posted by Arthritic:
Remove Article 07 Section 02 from the current EULA. Why are we posting a Smileboom copyright statement on OUR game? Is the final game not our property? You've seen this before a bunch Baz. As a matter of fact, I believe you had a lot to do with the PGMMV deal.

We did have this issue arise in PGMMV, but it was debunked every time. Not once did Playism or GGG try to steal IP's. The EULA reads very similar.

After reading the sections you mentioned in Bakin's EULA it sounds like all you need to do is mention that:

1. The game was made in RPG Developer Bakin.
2. That ©2022 SmileBoom Co. Ltd is the creator of said engine.

So for example in a readme.txt (or credits.txt) file inside the project folder where the executable is, you could simply put:
GAMENAME was made in RPG Developer Bakin ©2022 SmileBoom Co. Ltd.
Section of Bakin's EULA in question:
https://i.imgur.com/H1RgdO3.png

Bakin's full EULA here:
https://steamhost.cn/eula/1036640_eula_0

EDIT:
It's even easier then that as the credits are automatically made in a .txt when you build the project.
Last edited by Baz; 26 Oct, 2022 @ 2:24am
sylardean 26 Oct, 2022 @ 3:32am 
Not sure if you guys are aware of this, you dont even have to do any of this.
When you compile the game to a .exe ...in the folder is a ReadMe(en).txt or ReadMe(Jp).tx file that gets created.. inside is the licensing list, and at the top is all the credits you need, so you dont need to in fact include anything, it's all done for you when you compile your game. :)
Baz 26 Oct, 2022 @ 3:44am 
Originally posted by sylardean:
Not sure if you guys are aware of this, you dont even have to do any of this.
When you compile the game to a .exe ...in the folder is a ReadMe(en).txt or ReadMe(Jp).tx file that gets created.. inside is the licensing list, and at the top is all the credits you need, so you dont need to in fact include anything, it's all done for you when you compile your game. :)

Yeah I mentioned that in the edit! Really convenient.
Arthritic 26 Oct, 2022 @ 3:45am 
Thanks for the clarification. I guess I'm back on. LOL.
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