Layout Tool” & “Subgraphics

Hello everyone!

Summer is nearing its end in Japan, but the days are still hot. How is it in your area?

Now, we would like to introduce RPG Developer Bakin’s features [Layout Tool] and [Subgraphics].

[Layout Tool] feature that allows you to change the assets and layout of the screens that appear in the game.

This feature lets you change the graphic assets and layout of “screens that appear throughout the game,” including the title screen and game over screen, as well as the main menu and screens during battles. By using the [Layout Tool], you can, for example, completely change the result screen of battles to match the style and atmosphere of the game you are creating.

<Battle Result: Simple Type>
<Battle Result: Adjust the layout by adding decorations to the parts>
<Battle Result: More Graphical Screens>

You can also create multiple layouts and switch between them for use in the event panel. For instance, several conversation window layouts can be registered, and a special window can be displayed only when talking to a particular character.

[Layout tool] is a tool that can change the style of your game if you know how to use it. However, it is a feature that is closely intertwined with the game system and is frankly complex to use at this point. For example, to set a single HP gauge, there is a wide range of settings to be made, such as the size and position, as well as the minimum, maximum, and initial values, which cast’s HP is referenced, the color of the gauge and when the HP changes the color according to the reduction of HP…and so on. The challenge is to make these things as easy to understand as possible with better visual expressions and UI. We will continue our efforts.

We also believe that there is a lot of room for further development in terms of functionality. We’d appreciate your input to help us make it even better, so please do let us know what you think!

[Subgraphics] feature to create new stamps by combining parts

This feature can combine models, models and particles into a single “stamp” (an object can be placed on maps).

For example, you can create several patterns of castles by combining parts of the castle walls, spires, flags…, or you can make a small house or a large mansion by combining house foundations, roofs, windows, doors, balconies, etc.  You can make a simmering pot by combining a pot with a smoke particle.

Below are examples of houses.

You can also combine other models with moving objects, such as attaching a sword to a character or making smoke come out of a locomotive…
[Subgraphics] is a useful feature that allows you to create various patterns by combining assets such as 2D/3D/particles.
However, making a grand building with a single brick has the adverse effect of increasing the number of polygons used for the “parts that cannot be seen from the surroundings” where the bricks are connected together. In this case, it may be better to create a single building model. As for how much to separate the parts by, it depends on what you are making, so try it out.

This is the end of this information.

See you then!