RPG Developer Bakin

RPG Developer Bakin

1773320143 19 Apr, 2023 @ 1:02am
Several serious problems when using bakin
I have met several serious problems when using bakin, please fix them as quick as possible, thank you.
1.I can't circle my BGM in a regular map. BGMS will be played for only once.
2.i have to wait for a long time when i try to add,copy,cut or delete my asset through the engine, which is dramatically lower the software speed.
3.i can not limit the fps of the game so that when running on a high performance PC, the fps will be the highest number that the device could reach(165), which lead to an intolerable sound of fan.
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Showing 1-5 of 5 comments
sylardean 19 Apr, 2023 @ 8:06am 
1. There's an option in the music imported section that you turn on to set it to LOOP, you just haven't looked good enough in the music settings. Resources > Sounds > click your BGM file > on right LOOP section > Use Loop.

2. Load time is a little bit of an issue for some, it depends also on how much assets you have in your library, if you have everything imported and plus a ton of your own stuff this bogs the engine down 'cos when you delete, add, copy, paste assets it needs to reload every asset again when a change is made. MY suggestion here is ONLY use assets you know your are going to use at that time, only import assets as and when you need them.. like if you import 200 assets and don't even need 100 of them.. what's the point? this is a helpful tip but the engine itself does need better optimization in dealing with many assets within a library.. I agree with that.

3. First i'm hearing of this issue from anyone using Bakin, if you're overclocking your PC to run games faster ('cos thats what a LOT of people do) then maybe that could be what's causing it..? Maybe you have some PC setting to run things faster 'cos you like overclocking game(s) FPS and its effecting Bakin in some way? The fan noise is 'cos of the overclocking on your system (if you're using OC) so it's trying to work harder than it is made to or should, it's a nice way to burn out your fans much quicker than the lifespan they are usually given, they don't last forever. I'd give your graphics card and ram info in your post just in case they need to optimise Bakin for that specific card make/model etc. And if the fan sound is an issue and having a hard time with overclocking then your PC might not be as high end as you think it might be. I'm runninb Bakin using a GTX 1070ti and dont get fan issues or noise coming from it what so ever so it could also be an underlining issue coming to light with your PC or fans..?

Any ways, hope some of that info helped and in the mean time wait for a reply from Sana or a developer. If you dont then i'd recommend headingt o the Discord and placing a bug/issue report on there.. the devs get them quicker from that group.
Jagonz 21 Apr, 2023 @ 4:24pm 
3. Use vsync my friend!
EMP'R'R 22 Apr, 2023 @ 7:48am 
Originally posted by sylardean:
2. Load time is a little bit of an issue for some, it depends also on how much assets you have in your library, if you have everything imported and plus a ton of your own stuff this bogs the engine down 'cos when you delete, add, copy, paste assets it needs to reload every asset again when a change is made. MY suggestion here is ONLY use assets you know your are going to use at that time, only import assets as and when you need them.. like if you import 200 assets and don't even need 100 of them.. what's the point? this is a helpful tip but the engine itself does need better optimization in dealing with many assets within a library.. I agree with that.

I noticed an option: "Delete unused files in the resource folder". Under the edit tab earlier. Haven't used it yet. But I think that even if you added all resources this can still help out "shrink" the game and optimize performance.
Harley 22 Apr, 2023 @ 6:24pm 
Originally posted by EMP'R'R:
Originally posted by sylardean:
2. Load time is a little bit of an issue for some, it depends also on how much assets you have in your library, if you have everything imported and plus a ton of your own stuff this bogs the engine down 'cos when you delete, add, copy, paste assets it needs to reload every asset again when a change is made. MY suggestion here is ONLY use assets you know your are going to use at that time, only import assets as and when you need them.. like if you import 200 assets and don't even need 100 of them.. what's the point? this is a helpful tip but the engine itself does need better optimization in dealing with many assets within a library.. I agree with that.

I noticed an option: "Delete unused files in the resource folder". Under the edit tab earlier. Haven't used it yet. But I think that even if you added all resources this can still help out "shrink" the game and optimize performance.
Deleting unused files should only be used at the end of a project since it gets rid of everything unused for exporting.
sylardean 22 Apr, 2023 @ 11:12pm 
Originally posted by Harley:
Originally posted by EMP'R'R:

I noticed an option: "Delete unused files in the resource folder". Under the edit tab earlier. Haven't used it yet. But I think that even if you added all resources this can still help out "shrink" the game and optimize performance.
Deleting unused files should only be used at the end of a project since it gets rid of everything unused for exporting.

Agreed! Only use that at end of project, you wont want to keep having to import files all the time.
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