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1. Plugin functionality - Bakin has C# Scripting, that you can export/import and share with others with just 1 simple click of the EXPORT button. So yes, scripting is possible too using the good old C#. You can even create a complete event and export that as a file and import it into another project if you wish. The engine creates all the switches and stuff automatically for you too, so you don't need to do anything other than click a button.
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2. There's already a character maker within SGB that can be used and then import the 3D models over to Bakin, BUT that does require you to have SGB in the first place AND it's only the chibi models unfortunately. SGB is so cheap now especially when on sale so it's worth buying it even if you'll only every use it for the character maker in that. However, I DO agree this character maker would be great ported over to Bakin, and even a CM for TYPE B/C models. Also a 2D character maker would be a nice addition. There were people in the community working on character makers before I vacated so no idea if those were completed and released, probably not though. You DO however have the option to buy 1 of many other character makers on the internet and use those in Bakin instead.
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3. Your export options for different platforms will only be limited eventually to what can be exported from Unity. The devs are working on a UNITY exporter for Bakin as we speak so it's just a matter of sit and wait for this option but for now it's just PC.
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4. There IS controller support but it's partial for the time being. It will eventually be finished completely though I highly suspect Unity exporter will be out before that happens so you'll be able to add full controller support that way.
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5. As of right now there is a couple of combat templates available for different styles of games, which you choose when you 1st make your project. You can make 2D/2.5D/3D Platform games, and Jrpg 2D/2.5D/3D games. There's currently no flawless working action rpg system though, that addition would be great, also a Tactical system would be great too. I've seen people working on both tactical/action systems of their own but well.. they're not great or perfect by any means, they are more of an theory in-practice kind of thing.
CLEARLY, since you've abandoned using the software for the time being, if these features already exist, their implementations are lacking functionality and user friendly structure so they need to be redone and/or a new system needs to be implemented. And if you've abandoned the software due to this others have as well so my suggestions are perfectly valid still.
Native support of these features goes A LONG WAY, why do you think rpg maker has such a large and creative community? Because enterbrain woke up and realized that by making these features in house and native to the engine, it enabled non-advanced users to use advanced features that went beyond the engine limitations without too much issue.
Without native support and functionality of these features, people are gonna try to seek help, get told a page long 20 step step-by-step way to ti implement this custom code and 90% of them are gonna give up while the other ten percent like try to deal with it but struggle to implement any of the custom code due to the lack of user friendly functionality.
The functionality of what you have requested is perfectly fine, your just comparing to RPG Maker that has had YEARS to hone it's standard, where as Bakin has only been out a year.. and what it's achieved so far is amazing. Your "suggestions standing valid" as you say.. are not mostly valid because they are already within Bakin and functioning, just not very well, you would have known this IF you had used the product before requesting stuff that you had no idea if it was already implemented or not.
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Now, IF you stated these functions you suggested need some type of functionality upgrade to make it easier then yes.. it would be a valid and reasonable request, but no.. your suggestions are requesting they be added, not reworked for better functionality. Any hows, i'm not here to argue i gave you your answer you were looking for with a lot more information that what was required, HOPE this clears things up for your suggestions, and you get to use Bakin soon.
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Just for the record.. I abandoned my project not because of lack of functionality but it was due to the fact the devs with each update would break something (unintentionally) in my game, I got tired of every update having to go back and fix things over and over that were working perfectly before an update. I even had to remove an entire crafting system because a change rendered that completely unusable. The nail in the coffin for my project WAS in fact an update breaking the display placements of my monsters in battles, which caused all types of other battle issues then such as camera movements and battle angles. I totally understand it's BETA and these things will happen so i made the decision to shelve my project and I MIGHT return back to it in a year or so once things have quietened down with the updates and it comes out of beta. I'm in NO rush to get a project out to the public any hows, so I can wait.
Exactly MY thoughts too, in terms of 3D standards.. RPG maker has nothing on Bakin, but the 2D stuff i'd certainly go for Rpg Maker instead.. ONLY bacause its had more time to hone it's 2D market, like 25+ years longer. What these people coming over from RPG Maker don't realise is that Bakin is NOT an easy to use program from start... in terms of ranking from 1 to 10 in difficulty of use.. id give rpgmMV/MZ maybe a 3.. but Bakin would be up there like maybe a 6, where as something like Unity/UE5 would be something like a 9 or 10.
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Another thing people don't realise with Bakin is even though you CAN use it's RTP assets BUT if you want to do more with the system then they need to prepare for the fact that they have to learn some type of 3D modelling, like using Blender or 3D Max Studio.. there's NO way around that.. on top of also learning Effekseer for skill animations if they want custom animation skills too.
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The community is still young, hardly no one produces much free assets or free C# scripts, there's just not a lot of stuff about, so only option is to learn to do things themselves. It's a lot of work but worth it in the end.
I mean don't be lazy to be spoon-fed everything by the devs and others, we are game devs and we are making things never done before, not asking people to make it for us right?
PS: Btw I saw the profile and didn't have any record in any game engine either...
Just hater being SJW I guess...
found RPG Architect was shaping-up to be something unique & the Dev there is a decent dude willing to listen to his community.