RPG Developer Bakin

RPG Developer Bakin

Optimizing the Test_Play window
Is there a way to optimize your project to run better in the test play mode? When I launch the fps dungeon crawler template project and try test playing it, it looks choppy and occasionally drops inputs. Then when I tried test_playing with the fps displayed its even slower (around 15 fps). It's similarly slow when opening two projects and trying to test play one. It doesn't make a lot of sense, because I have a very powerful PC. I'm just wondering what if anything I can do to make sure my game runs at a consistent fps. Otherwise there's not much point spending a lot of time building a game with this engine if it is going to run poorly. I haven't tried playing around with exported projects yet so maybe its just an issue with the test play window being poorly optimized?
Last edited by Buck Sneederson; 1 Nov, 2023 @ 5:41pm
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Showing 1-3 of 3 comments
sylardean 2 Nov, 2023 @ 6:19am 
On the test play button, put the mouse pointer on it to see the tool tip, it gives you different ways to run the test play. I think there's 3 options.. 1 of which is to run a separate test window in its own process rather than within the Bakin process. I've personally found a compiled game exported from Bakin works much better then testing from the test function, probably 'cos it's its own process at that point.

Now, Bakin is similar to SGB in way the testplays work, they do lag/fps issues slightly depending on what you choose and how well your game maps are decorated. THIS is why a lot of people are excited for the Unity Exporter coming some time next year.. 'cos you'll be able to port your game over, then compile your game from Unity instead that gets rid of ANY lag/fps issues what so ever, like it does for the SGB-Unity Exporter.
Last edited by sylardean; 2 Nov, 2023 @ 6:25am
Buck Sneederson 2 Nov, 2023 @ 4:51pm 
Thanks! Launching the game as an external process seems to run much smoother. Do you have any idea how the licensing would work if you export your game to Unity? I'm assuming you would be subject to Unity's License agreement like any other Unity game project.
Last edited by Buck Sneederson; 2 Nov, 2023 @ 4:51pm
sylardean 3 Nov, 2023 @ 5:49am 
Originally posted by Mr_Ward:
Thanks! Launching the game as an external process seems to run much smoother. Do you have any idea how the licensing would work if you export your game to Unity? I'm assuming you would be subject to Unity's License agreement like any other Unity game project.

The devs havent released licensing info yet for Unity and Bakin porting. I would assume though it'd be very similar to the SGB/Unity licensing. IF you port your game over to Unity just to stabalize and compile, and add simple things such as better lighting effects then there's really no licensing to worry about. I think the licensing of Unity only comes into effect IF you use any Unity assets, like music, models etc bought from the Unity store. I must admit though I don't really know much more other than what I just said for SGB/Unity.

I'd try and hunt down the devs of 'Alterium Shift' and question them if you want a more detailed understanding of SGB/Unity editing for games and the licensing in SGB and Unity. They are making their game using SGB ported to Unity, they've created some sort of editing suite for their game within Unity that allows them to edit within unity instead of having to keep going back and forth between programs (if I understood previous chars right), but all the custom assets and coding within unity surely they've hit some type of licensing with it, or maybe not..? Worth to ask though. Alterium Shift is on STEAM to wishlist so maybe try asking a few questions in that game's community page and the devs might reach out there, maybe?
Last edited by sylardean; 3 Nov, 2023 @ 5:51am
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