RPG Developer Bakin - SmileBoom Co.Ltd.
Hello!

It has been very hot in Japan.
How is it in your area?

We have received many inquiries from you about the 3D asset specifications of RPG Developer Bakin (hereafter referred to as "Bakin").

The objects on maps, including houses and other buildings, furniture, outdoor plants and flowers, and even characters, are represented by three files: models, textures, and motion.

1. Model (required)
  • File Format: FBX7.4.0 (FBX2014) format model data (*.fbx) created with Blender 2.83 or later
  • The version is FBX7.4.0 (FBX2014) only. Other versions are not supported at this time.
  • There is no limit to the number of polygons.
  • The polygonal mesh must be triangulated. The display will not be correct if they are not triangular polygons. Perform triangulating polygons in advance or specify the optimization option when adding models to Bakin. (If the optimization option is enabled, automatic triangular polygonization is performed.)
  • For the scale, the size of one grid on Bakin = 1/100 of Blender's standard grid size due to specifications, so please export models with a scale of "0.01".
  • Multiple material settings are possible for a single model.

2. Texture (required)
  • File Format: BMP or PNG
  • The recommended pixel size for textures is a value called a power of 2, such as 64 x 64, 128 x 128, 256 x 256, or 512 x 512. 256 x 128, etc. can also be used. Specifying a texture with a size other than a power of 2 may cause problems with the display.
  • The file name of the texture should be the same as the one specified in the model's FBX. If the names are the same, the textures are automatically specified when the model is imported, but if they are different, you must specify the textures yourself.
  • The file names should be specified in half-width alphanumeric characters.
  • Alpha channel can be specified in BMP to create transparency. PNGs can also be rendered transparently by specifying transparent areas.
  • Bakin uses PBR (Physical Based Rendering) to achieve more realistic textures. When using PBR rendering, it is recommended that three textures be specified for each model, depending on the application.

Albedo Map Texture: Texture that specifies the color of the model
Normal Map Texture: Texture that specifies the surface roughness of the model
Mask Map Texture: Texture that specifies R (luminance), G (roughness), B (metal), and A (specular intensity) for each RGBA channel, respectively

Although an albedo map alone is sufficient for a texture, it can be specified by setting a normal map and a mask map to create a more realistic texture rendering.



Even without a mask map, the specifications controlled by the mask map can be adjusted to some extent by manipulating [Material Properties] in Bakin.

We'll have more on how to create textures in another post!

3. Motion Files (.fbx)
If there are motions, prepare the motion data. There are two ways of handling motion data: one is to specify the motion data as it is in the model file, and the other is to use separate files for the model and the motions. (If separate, the supported version of the motion files FBX are the same specifications as the model files.)

[If a Model and Motions are in the Same File]
  • File Format: FBX format.
  • The working unit of motion is 60 fps.
  • The number of bones that can be used is the minimum of 341 and the maximum of 1365 for a single model, according to OpenGL specifications. (The number of bones is dependent on the performance of the driver.)
  • If each motion is a separate action in Blender, they will be imported as separate motions.
  • Specify the start and end frames and export the FBX file with the baking process specified.
  • The default setting for motion is no loop regeneration. If you wish to loop the animation, turn on the "Loop" specification for the motion in the motion properties.


[If a Model and Motions are Separate Files]
  • File Format: FBX format.
  • The working unit of motion is 60 fps.
  • The number of bones that can be used is the minimum of 341 and the maximum of 1365 for a single model, according to OpenGL specifications. (The number of bones is dependent on the performance of the driver.)
  • If there are multiple motions (actions) in one motion file, they are loaded as separate motions.
  • Delete the polygon mesh in the motion files.
  • If there is a skeleton, the structure and name should be the same as the skeleton in the model file.
  • The default setting for motion is no loop regeneration. If you want to loop the animation, turn on the "Loop" specification on Bakin.
That is all we can share with you at this time.

The specifications are still under development and may be subject to change, but please assume that the Early Access will start with most of these specifications. (It is possible that something will be added as additional features in the future.)

We’re very grateful and we have also received comments from creators that they would like to get to work on assets right away for the release of Bakin. We hope you find this article useful!
Music Wars Empire - musicwarsempire
The Version 1.13Y beta is now available. As mentioned in the last post, we're attempting to rebuild code that was lost, and this build makes substantial progress toward that goal. This build also cleans up a number of bugs associated with the database and should increase the stability of the game. See below for a description of the changes:

Version 1.13Y
Fixed: Recursion bug when quitting the game
Fixed: Cancelling a tour doesn't cancel a tour but still gives popularity loss
Fixed: The Screaming stat stuck displaying letter on Song Theme screen
Fixed: Relationships cannot be deleted via editor
Fixed: When running a Global label, the "Size" of your label on the Size screen no longer erroneously shows "International" as your next size
Fixed: Fixed the pop-up screens where clicking an X closes out of the game (If we missed any of these, please let us know!!)
Fixed: Various SQL bugs that may have slowed down the game and caused crashes
Change: Game automatically updates database files to latest version when starting or loading a game
Change: Added rounded rectangles to Chattr
Change: The Game now runs on 64-bit (this was also the case in the most recent build)
Deadwater Saloon - Creative Storm Entertainment


Thanks for the feedback all, both positive and negative.

Here's the changes made thus far over the last two days in response to reviews and forum posts:

  • Fixed bug with achievements not triggering anytime after a game is saved or loaded
  • NPCs have no chance of being a nemesis right after moving in
  • Can now attempt to befriend nemesis characters (this was restricted before)
  • Removed opinion penalties from failing in befriending a townsperson
  • Lowered cost of road repair from $150 to $50
  • Fixed a bug on character creation screen where attributes could be increased past 100
  • Added more labels to show that town supplies will not replenish if the road is in disrepair or blockaded
  • Night sky is not so black - natural lighting added during nighttime
  • Fixed small bug with birds sometimes freezing
  • Increased frequency of travelers coming into saloon
  • Slight increase in low-level booze prices
  • Increased starting attribute points for player characters
  • Adjusted town growth for the prologue and demo versions of the game
  • Fixed several reported bugs with events

More to come.

Deadwater Saloon Prologue - Creative Storm Entertainment


Thanks for the feedback all, both positive and negative.

Here's the changes made thus far over the last two days in response to reviews and forum posts:

  • Fixed bug with achievements not triggering anytime after a game is saved or loaded
  • NPCs have no chance of being a nemesis right after moving in
  • Can now attempt to befriend nemesis characters (this was restricted before)
  • Removed opinion penalties from failing in befriending a townsperson
  • Lowered cost of road repair from $150 to $50
  • Fixed a bug on character creation screen where attributes could be increased past 100
  • Added more labels to show that town supplies will not replenish if the road is in disrepair or blockaded
  • Night sky is not so black - natural lighting added during nighttime
  • Fixed small bug with birds sometimes freezing
  • Increased frequency of travelers coming into saloon
  • Slight increase in low-level booze prices
  • Increased starting attribute points for player characters
  • Adjusted town growth for the prologue and demo versions of the game
  • Fixed several reported bugs with events

More to come.

Roomvas - jawslouis
  • Added a new layout and empty room template
  • 43 new furniture
  • New furniture categories: Furniture->Appliance and Item->Kitchen

Deadwater Saloon Prologue - Creative Storm Entertainment
More changes per people's feedback - thanks again.

This one is to balance out the townspeople a bit more as a few people have mentioned the game difficulty is a bit hard.


  • NPCs have no chance of being a nemesis right after moving in
  • Can now attempt to befriend nemesis characters (this was restricted before)
  • Removed opinion penalties from failing in befriending a townsperson
  • Lowered cost of road repair from $150 to $50


Please keep your feedback coming. We appreciate it.
Aug 6, 2022
Hatchwell - Adee
Hatchwell v2.0.10

Patch Notes:
- Added dialogue loop prevention when talking to the dog in front of the shop
- Fixed orange falling on top of you making you unable to move
- Fixed error when pressing MENU and SAVE at the same time
Frog Hop - TehCupcakes
The last update had some big changes, and with all major patches, some bugs inevitably cropped up. Fear not, though; they were dealt with in swift fashion! This update includes:

  • Fixed game crashing when using a target zone on conveyers.
  • Fixed clockwise red bird being invincible.
  • Fixed Gophers spawning on difficulties they should not.
  • Toggle switches and target zones will now activate mechanical blocks which point to them with the "switch" property.
  • Objects attached to a "platform" will now be destroyed if the platform is also destroyed.
  • Added trigger type "EnemiesDefeated" to trigger zone. If enabled, the zone will track all enemies inside of it on map start. Once all those enemies have been defeated, the zone will activate its target.
Shackles of Ellswyn - Cutlass Boardgames


The August update is now here!

To expand on the Queen's route, we wanted to go back and change some of the existing art to match, not only the new background art, but also the different direction of the scene, and it is now much smoother and more engaging. We've done lots of other little upgrades that might not be super obvious, but were a necessary stepping stone to keep the game at its high quality!




Changelog:
-adjusted some routing and continuity errors
-replaced art and expanded initial queen cage scene
-replaced and upgraded lots of minor art assets
-Expanded intro to include cinematic castle shot
-updated intro splash to have new animation
Aug 6, 2022
Elmarion: the Lost Temple - fleo1987
1. Turn-based mode! A turn-based mode has been added to the game - the same as in the game Might & Magic 8. The mode is switched by the Enter key.



2. A new location is added - "Flower Garden".



3. An image of the hero class has been added to the inventory of each hero.



4. New multiple fire shots have been added to Magogs.
5. Enemy treants have received new abilities - healing, earthquake
6. Troglodyte movement speed increased
7. Slime received a new type of attack - spitting. And it is better not to step on the defeated slime - it will hurt.
8. Skeletons got a new ability: resurrection after 1 minute.
9. Evil flowers have received almost complete immunity to magic, but they have less health. They also received new abilitiy: healing. Mature flowers received splash damage.
10. Boss Ogre got 3 new abilities: hitting the ground (earthquake), hit with a stun (the whole team becomes and cannot move and attack for 5 seconds), treatment.
11. Demon Demonologist got the ability "Ring of Fireballs".
12. Ice Golem got new abilities: "Ice Prison", "Ice Shard"
13. Butcher received the abilities "vampirism" and "bleeding"
14. The lava golem has received a new ability "ignite" on impact.
15. Ice golem got a new attack with massive ice shards.



16. Ghosts got abilities: blink and fly through walls.
17. The ability of the knight "Multi-strike" and "Lightning strike" has been corrected.
18. The fire mage's ability "Absorption of fire" has been changed to "Barrel of gunpowder", the abilities "Ball of fire", "Apocalypse" have been adjusted.
19. The ice mage's abilities "Ice Stakes", "Ice Nova" have been adjusted. Frost Energy ability changed to Mana Shield, Frost Aura changed to Mana Aura.
20. All active abilities have been corrected for the Archer (various arrows).
21. Significantly reduced the chance of drops of rings and amulets. And their cost, on the contrary, is significantly increased.
22. Implemented parameters for the items "+1 to all skills", "thorns", "frost".
...