[h3]Hello everyone! [/h3] We have updated to Ver. 1.6 and we have implemented a variety of features this time as well, including the following! [b]- "Multiple Battle Camera Switching" feature, which allows users to create cameras specifically for boss battles and/or for special moves. - "Change Maximum Level feature, which extends the maximum level in the game to 9999 and allows you to freely set a level cap for each cast member within that level. - "Useful event control" features such as panel comment-outs, label jump panels, and loop panels that can be assigned multiple times. [/b] [b]Please review the update details![/b] [hr][/hr] [h2] --- New and Improved Features ---[/h2] [h3][Battle Camera Set Switching Function] [/h3] We have implemented the ability to create multiple battle camera sets, which until now could only be created one set, and switch between them in an event. This makes it possible to "change the camera between boss battles and normal battles" and "create a special camera set for special moves". [b][Camera Tool] [/b] [b] - The ability to create multiple battle camera sets has been implemented. [/b] - With the "Battle" folder icon in the camera tree selected, click the "Add" button at the top of the tree to create a new battle camera set. [b][Events] [/b] [b]- A "Switch Battle Camera Sets" panel has been implemented that allows switching between multiple battle cameras created in the Camera and Battle categories from an event.[/b] - Switching can be performed not only on maps, but also during battles. During battle, the camera is immediately switched when this event panel is executed. [h3][Maximum Level Change Function] [/h3] The maximum range of levels that can be reached in the game has been widened, and maximum levels can be specified for each cast and class. This allows for things like "games with a maximum level of 9999" or "a cast with an initial maximum level of 10 can be enhanced to a maximum level of 20 by an event". [b][Game Definition] [/b] [b]- The maximum level limits for "Casts" and "Classes" in the game can now be specified/changed.[/b] -"Max Level" has been added to the left-most column "Battle Related" under "Rules and Operations." - Up to 9999 levels can be specified. - The maximum overall game level specified here cannot be changed during the game. [b][Database] [/b] [b]- A function to specify/change the maximum level of each "Casts" and "Classes" has been implemented. [/b] - Both can be specified up to a maximum of 9999 levels. However, the maximum level value that can be specified for "Casts" and "Classes" is limited to the "Max Level" specified in the Game Definition. [b][Events] [/b] - The "Obtain Cast Status" panel allows you to get the maximum level of cast members in the party and the maximum level of their class. - The "Change Cast Status" panel allows you to change the maximum level of the cast in the party and the maximum level of the class. [b]By using the newly added features, you will be able to create games such as the following:[/b] - Maximum level for the entire game is 99. - Maximum level of Cast A is 99. - Maximum level of Cast B is 50. - The maximum level of Cast C is 20; however, events increase the maximum level to 40. *The event may reduce the maximum level, but the current specification is to maintain the current level of the cast/class, since the intent to reduce it is not clear. [b][Layout Tool] [/b] - A parameter has been added to the special format for status display that allow the maximum level to be displayed. For example, the special format "\partystatus[]" that displays "Status X of Party Member according to Container Management No." can display the maximum level of that cast by putting 18. ----- [b][Database] [/b] [b]- A curve generation function has been added to the "Status Curve Dialog" under "Casts" and "Classes." [/b]If you select a single status as Target Status, it will be displayed on the right side of the graph. [img]https://clan.cloudflare.steamstatic.com/images//42509419/b233786dd348a006d10f70b1461c1c2e8d4ad7af.png[/img] We have added the ability to assign values for the start/end points of a curve, such as Lv20 = 200 and Lv80 = 3000, and generate a curve in that interval. We are planning to support the creation of cases such as, "The growth speed changes before and after a certain level." [b][Map Editor] [/b] [b]- A "Camera Tracking Range" option has been implemented in the Map Settings > Basic tab to limit the range of the camera's gazing point. [/b] This function is designed to meet the need to avoid showing the edge of the map when walking to the edge of the map. The camera with the gazing point specified as "Player" stops moving within the assigned range. [img]https://clan.cloudflare.steamstatic.com/images//42509419/7522e14f94b472a2d2384f19da7fa21e2915e703.png[/img] - The following features have been added to the Map Settings Palette > Render Settings: - "Sharpen" function for image sharpening has been implemented. - An option "FXAA" has been added that allows the user to turn off anti-aliasing, which was previously fixed at on. The parameters for the "Sharpen" settings can be set in the following ranges: Strength: 0 to 0.1 Distance: 0 to 1 [img]https://clan.cloudflare.steamstatic.com/images//42509419/3f4a64e7cb3b999c9ee738c82fc75504838f00b9.png[/img] [b][Events] [/b] - A "comment out" function has been implemented in the context menu entry for the event panel, which allows the event panel to be disabled without deleting it. Right-click in the event panel (or event line if in text mode) to select "Comment Out/Cancel". [u]Note that commented out panels will not be executed.[/u] [img]https://clan.cloudflare.steamstatic.com/images//42509419/5478ea985c0febeb2b7f859caaa03b490a5318a2.png[/img] - A "Label Definition" panel and a "Label Jump" panel have been added to the "Others" category. Labels can be set from 0 to 99. Variables can also be used to specify the label jump destination. If the jump destination does not exist, or if an invalid value such as a negative value is assigned to the jump destination, it is skipped. Note that the label jump function is different from the loop function. This command has the same behavior as the "GOTO" command in the "BASIC" programming language. It is possible to create a loop by combining panels, but to get out of the loop, use variables and branching to set up an event that will go through the label jump if certain conditions are met. [u][b]This function is powerful, but too much use of it tends to confuse you, so be careful when using it.[/b][/u] - In the "Start Loop" panel of the Control category, the functions of "assigning the number of loop cycles" and "assigning a variable to count the number of loop cycles" have been added. [img]https://clan.cloudflare.steamstatic.com/images//42509419/3b8f041d6aa33fc7955f1b6fb689be361f34c820.png[/img] - The "Make Player Invisible/Visible" panel can now gradually become invisible or visible over time. - The " Make Event Invisible/Visible " panel can now gradually become invisible or visible over time. [expand type=details]The opaque/translucent state of the cast graphic at "the time transparency/release is initiated" is maintained. In other words, if the "state" changes during transparency and the cast becomes translucent or opaque, it will have no effect while this panel is in progress.[/details] - Added "Abort if Unable to Move" and "Pass Through Events" options to the "Make Player Walk to Specified Coordinates" and "Make Event Walk to Specified Coordinates" panels. - When "None" appears using the "Make Monster Appear" panel, the monster can be erased without treating it as defeated. [b][Game Definition] [/b] - The ""Key/Button Assignments"" dialog box has been implemented. A dialog box opens when you click the newly created "Key/Button Assignment" button in the "Assign Input Devices" field under "Rules and Operations". This function enables easy implementation of key and button assignments in games that previously had to be edited in text. [img]https://clan.cloudflare.steamstatic.com/images//42509419/a373ebf0981e8dc21d9cd299874c8448b2f8f840.png[/img] - Added the ability to select whether to use map battles in the left-most column under "Rules and Operations." The default for new projects will be "Off" from now on. - Added the ability to display damage values during map battles in the left-most column of "Rules and Operations." [b][Test Play] [/b] - Improved so that the Debug Window and Cast Parameter View can be closed with F5/F6, even when they have focus, respectively. [b] [Resources] [/b] - New Update (Re-import) buttons have been added to sound and movies to allow file replacement. - When selecting an icon image in the Asset Picker, the scroll bar is now displayed when the auto scale is released, and the image is enlarged. [b][Game Play] [/b] - The function to open the end-of-game dialog assigned to Ctrl+D during play has been removed. Please use Alt+F4 from now on. [h3] --- Bug Fixes ---[/h3] [b][Problems When Playing] [/b] - Fixed a bug that caused attack range calculations to be performed using the coordinates of the forward movement when selecting an action in battle if the "One Step Forward When Acting" setting was enabled in the Database. - Fixed a bug that HP/MP recovery items assigned as consumables were not consumed when used in battles since Ver. 1.5.0. - Fixed a bug that caused a delay in the reflection of the player's direction when moving to a new location during a game when "Get Behind Player Automatically" and "Tank Controls" were specified in the Game Definition, resulting in a screen facing north for a moment. [b][Layout Tool] [/b] - Fixed a bug in the layout of the Conversation, Messages, Selections, Inns, and Stores screens that caused a crash or did not display properly at runtime when rendering objects were added to the backmost area of the screen. - Fixed a bug that caused the preview rectangle size and display origin to appear out of alignment when changing the text scale of the text panel or the scale of the parent container. - Fixed a bug that caused the system layout to be internally replaced with a new one each time the project was loaded if the "Game Run-Time Resolution" was changed in Game Definition > Project Settings. [b][Map Editor] [/b] - Fixed a bug that caused "Memorize Position" and "Original Cast Information" for cast events to be missing when events were copied and pasted. - Fixed a bug that could cause some information, such as coordinates, to be shared when copying and pasting a cast-based event. [b][Events] [/b] - Fixed a bug that caused an exception when playing a camera that did not already exist. [b][Game Definition] [/b] - Fixed a bug in "Assign Input Device" where an exception would occur when moving the stick when playing with the analog stick dead zone coefficient specified to 1. [b][Resources] [/b] - Fixed a bug that caused the preview of a material to appear in the Asset Picker preview when Automatically Assign is selected for Material Sharing. This improves cases where unnatural spheres appear in the preview. [b][Battles] [/b] - Fixed a bug in which a cast member who became "confused" or "charmed" during battle would take two steps forward when attacking, and the effect would not appear when the cast member attacked an ally. - Fixed a bug that prevented battles from progressing if "Escape" failed in the battle plug-in sample since Ver. 1.5.0. [b][Assets] [/b] Fixed general 2D assets related to casts built into Bakin. [hr][/hr] [b]How did you like it? We hope that the contents of this update will make your game-making experience more enjoyable![/b] We will continue to improve "RPG Developer Bakin". Thank you for your continued support!