Hello! Since our announcement this month, we have received positive reactions from many of you, and our staff is very encouraged! Thank you!
Today we will share with you an overview of how to create an event at RPG Developer Bakin. There are two main ways to create an event at RPG Developer Bakin.
1. Specify the necessary information in an event template. 2. Specify an event in detail by arranging event panels with various functions.
Using an Event Template
The most used events, such as "move between maps" and "get an item from a treasure chest," are available.[Event Templates] are arranged in the form of stamps in the Event Tab of the Stamps Palette in the Map Editor. For example, if you select "Door – Link to Another Place" and place it where you want the entrance or exit to be, you will get a dialog box to select which map to move to. Once you have specified the event in the dialog, you are done setting up the event.
Create an event using the event template "Cave Entrance and Exit - Link to Other Locations".
This is a scene from the game play.
Select "Treasure Chest – Get Item" and place the treasure chest at the desired location, and a dialog box will appear with information such as the shape of the treasure chest (stamp) and which items can be obtained. Once you have filled in the necessary information, you are done with the installation of the treasure chest.A variety of event templates are available for your use.
Create an event using the event template "Treasure Chest - Get Item".
Advanced Event Settings
Events that cannot be handled by the [Event Templates] will be created by combining [Event Panels]. The various panels are prepared such as "Display Image," "Play BGM," "Teleport Player," and "Select from Selection and Check Results," and they are placed according to the flow of the event being contemplated. The combination of these two functions such as "comparing variables with variables" and "branching by conditions," makes it possible to reproduce complex situations and movements.Here we'll keep it simple and set up an event where the dog reacts when the player talks to it when it is holding an item. First, place the [Advanced Event] stamp in the Events tab on the map.An [Event Sheet] will open.
Features
Description.
1:Sheet List
An event can have multiple event sheets with different activation conditions.
2:Conditions to Run This Sheet
Add a condition for each event sheet to be executed.]
3:Change Elements During Sheet Execution
You can select the graphic of the event to be displayed on the map and specify its behavior.
4:Command Script to be Activated During Sheet Execution
This is the place to arrange the [Event Panels] and specify the details of the event.
Then, specify a dog stamp as the image for the event.
Next, let's specify the conditions under which the event sheet will be triggered. The condition here is when the player has an item called "DogFood".
To create specific event details, place [Event Panels] along the event flow. Here we will place the panels [Change Event Orientation], [Change Event Graphic], and [Display Message].
Now, if the player talks to the dog when they are holding the “Food”, the dog will turn toward them, crouch down, and give them a squeaky message.Additionally, make the dog stroll aimlessly from side to side until it responds. RPG Developer Bakin allows you to create [Parallel Events sheet]. Place the [Make Event Walk] and [Wait for Specified Time] panels so that the dog moves left and right on the parallel event sheet. The contents of the parallel event sheet will continue to move until other event sheets meet the conditions and are activated.
This was all it took to create an event that would start when the player talked to a dog wandering from left to right.
You can also deepen your understanding of how to create advanced events by converting the aforementioned [Event Templates] into [Advanced Event].RPG Developer Bakin currently has more than 120 diverse [Event Panels].
We will continue to add new event panels and improve event sheet editing. Stay tuned!
ZPlague was planned to play PVP. We have players complaining about the bot intelligence, which is actually pretty poor, but they was made to fulfill the lack of players of a early access game. Now I'm investing on marketing and I'm releasing the game, so this lack may vanish. Knowing that, here is the update changes: //- Now you do not have the play solo mode; //- Menu UI changed; //- Improved ladder movement; //- Fixed zombie can jump while falling if crouched; //- Fixed wall close to button on deposit without collision; //- Fixed deposit bar only moving for server; //- Fixed creepy second skill not colliding with walls; //- Decreased creepy movement speed in 20%;
Worm Adventure 4: Into the Wormhole - Lummie Thief
It has come to my attention that a group of delinquents has recently started trying to 100% my game. This is obviously unacceptable, and since all of the achievements in my game are currently obtainable, I have decided to add a new achievement that you literally cannot obtain. This should hopefully stop anyone from trying to 100% the game. /s
In all seriousness, there was an achievement in the game that was basically impossible to get that I have removed, along with another achievement that is no longer necessary. I don't believe any players have legitimately obtained either of these achievements, so there shouldn't be any negative side effects. The positive side effect is that the game is now possible to 100%, for the few people who are crazy enough to try.
Other tiny changes were made to parts of the game I thought no one would ever see, since they might soon be seen. Good luck everyone!
If you’ve already been playing the game over on Itch... thanks for being here! This will be our primary platform for updates, but we'll do our best to keep Itch up to date as well.
We’ve done a bit of work on the game over the last couple weeks. The biggest thing we’ve done is a ton of balancing across nearly all of the game’s contracts. If you haven’t updated in the last week or so, be sure to dive back in! The game should be handing out quite a few more coins, ship parts, and crew on every contract. The goal here is to make sure if you make it to the end of the game, you and your whole squad should have a fully decked out ship. Our internal target is 4 ship parts and 3 crew (give or take).
Then, to counteract that added deck building power, we’ve upped the difficulty of the contracts considerably throughout. Let us know how the balancing feels to you! We are striving for something that’s of moderate difficulty that you likely will not complete on your first try. If you don’t build a good enough ship… you should expect to lose!
Looking Ahead:
Our game design team met this past week on our goals, and set out a plan for finishing the Henko sector (Henko is currently the only sector in the game). Long term we’d love to have more sectors with different stories, difficulties, or even new game modes (likely as small paid DLCs), but first we want to get Henko fully finished (which will always remain free). Completing Henko will bring us out of “Early Access”.
As a part of this meeting, we outlined what “done” looks like for this first sector. These goals may grow/change based on feedback, but we’d like to have at least 38 total contracts… so about 8 more contracts total from where we are now. This includes a total of 3 end-game bosses (currently there is only 1).
We also are listening to all of the bugs you’ve been reporting in the app, as well as on Discord, so thank you for all of your help!
Kickstarter:
As you may be aware, the Moonrakers: Titan campaign kicked off this week, and has completely blown us away, raising over $1MM in just 26 hours. Thanks to all of you who backed.. your support means the world to us. Here’s a link if you’d like to check it out!
Reviews/Feedback: We’ll be checking in on this page, so feel free to leave feedback here as you have it. We’re also super active over on Discord, so come hang out with us over there. Also… if you’ve played the game please leave a review and let us know what you think!
Put in another batch of changes/fixes! Here's today's build notes:
Seated Mode Issue - There were some reporting that an experimental, unfinished feature for seated mode was being turned on for Quest headsets. I went through and made this no longer possible until the feature is done.
Reset Settings / Reset Ball Improved - The Reset Settings option has been made more comprehensive and will likely resolve quite a few issues if used. A 'Reset Ball' option has been added to the game menu to debug potential issues where the disappears (which has been rare so far).
Shooting Made Easier - The last patch addressed the issue with players sometimes shooting when they didn't want to in VR. So I tightened that up, and then I got feedback that it was now TOO hard to trigger a shot, so I found a middle ground hopefully with this patch.
More to come! In particular, I just barely got a Quest 2 to test / fix issues with, so I should get things in working order there shortly and make my game officially support that platform! Until then, Vive / Index / Rift are the main PCVR supported headsets as we expand testing / coverage. I am also looking to fix a bug in 2v2 where shots sometimes register as powerful passes, this fix should be coming soon. And last, I am looking into making asymmetric VR + PC multiplayer work with Steam Remote Play.
Increased Lich Transformation's drain aura from 3 to 5 damage.
Decreased Den of Darkness's aura damage from 25 to 15.
Fire Bomb now has a 1-turn starting cooldown.
Full Fire now gives you stun immunity to napalm.
Full Arcane's empowered Glyph Ball no longer leaves behind a trail of glyphs.
Decreased the number of extra arrows from full arcane's Arcane Arrows and Arcane Bomb from 2 to 1.
Increased Fireball's base damage from 30 to 40.
Increased Fire Arrow's maximum damage from 45 to 60.
Ice Golem is now a normal summon instead of a projectile-based summon.
Decreased the cooldown of Magic Sapling from 6 turns to 2 turns.
Added the following bonuses for full Underdark: Dark Arrows shoot 1 extra arrow. Remove the cooldown for Resurrect.
Reaper now has a base minimum of 50 HP.
Added new spell for Dark Knight, Fear: cause all nearby entities to jump away from the caster. Does not work on frozen, stunned, and towered entities.
Full Overlight's extra sky rays now deal 25 damage instead of 50.
Decreased Guardian Angel's HP from 60 to 50.
Made the following changes to Arcane Portal: The targeted portal can now overlap entities, but not terrain. The portal that spawns above you can no longer overlap entities.
Piety now deals normal damage instead of directly changing a player's HP when used on players with HP higher than the average. In other words, it is now affected by Protection Shield, Stone Skin, towers, etc.
(Temporary) Mushrooms are removed when their owner dies. They stop working when the owner dies in the first place, which is a bug that will be fixed in a future patch.
Fixes
Overlight and Underdark spells are no longer missing in Random Spells mode.
Flying entities no longer get stuck in the map corners when teleported using Arcane Portal.
Blink is no longer disabled when you cast Angel Transformation.
Fixed wrong number in Light Castle's description.
Updated Ice Tower's description.
Fixed Mega Clam and Mega Waterball not working properly if used by a Reaper minion.
HP draining no longer carries over if you died by self-damage and revived with a soul jar.
Fixed the glowing effect for full underdark's icon not disappearing when the player's soul jar sinks.
Fixed Aura of Decay preventing terrain from being created through effects such as empowered acorns and Vine Bridge.
Fixed wrong order of operations for knockback on several spells (like Shock Bomb), causing momentum to be preserved if they triggered Soul Jar's effect or Substitution.
You can no longer blink into the water and get stuck.
Necro'd minions no longer get permanently frozen if they were previously frozen.
Phoenix eggs no longer trigger Aura of Decay.
Fixed necro'd flame imps not dealing the correct amount of damage.
Fixed flame imps not being counted properly sometimes when sacrificed using Reaper or Dark Defences.
Removed knockback resistance on Reaper when using Rocket Jump.
Arcane Shield is no longer triggered by your own projectiles if they're moving away from you.
Fixed Imp Explosion not killing the minion that cast it if protected by a Guardian Angel.
Fixed bug where Arcane Shield and Shock Shield are removed if your last minion died.
Fixed bug with arcane glyphs completely removing the light projectile that summons a Holy Knight, preventing it from spawning.
Mounting a minion no longer removes any mushrooms attached to you.
Fixed the poison visual effect affecting objects besides the player.
Fixed bug where mushrooms would detach from entities if they were too close to each other after being hit by Overgrowth.
Comet no longer ignores Tree of Life's terrain strengthening effect.
Fixed mushrooms and lightning rod not detaching from a player that died and turned into a ghost.
Moved Debug options to separate menu New Pauldrons model Fixed Rondel Damage windups Increased Parry compensation Increased Greatsword damage Increased Double Axe overhead damage Added WIP kick checking Fixed Mail coif clipping issues Changed Greataxe anims to kick from right side Fixed Character head material sometimes breaking Fixed some server timing out issues Increased Turnspeeds with Overheads and Stabs