#author("2023-04-27T01:13:49+00:00","default:admin","admin")
#author("2024-02-28T19:39:14+09:00","default:admin","admin")
*Layout Tool Overview [#cbeb4d2a]

//In "Layout Adjustment," you can create the design of the game screen, including the title screen, windows for conversations, various menu //screens such as stores, and battle windows.
The "Layout Tool" is a function that allows you to create designs for game screens, including the title screen, windows for conversations, various menu screens such as stores, and screens during battles.
Basically, a layout is created by assembling various parts for each "functional screen" that appears in the game.
(There is also a "Free Layout for Event" screen that is not tied to a specific function and can be called up freely from an event.)

Multiple layouts can be created for each screen, and layouts can be switched by specifying them with events.


The Layout Tool has the following functions:
See [[Layout Tool]] for information on the functionality of the Layout Tool, [[Screen List]] for information on each screen to be created, and [[Types of Layout Parts and Properties]] for layout parts.

-''Screen List''
From the list of screens used in the game, select the screen you wish to edit.
The screen is divided into seven major categories.
#Contents

--''Title''
This is the title screen of the game. In addition to the title, you can also create a selection of whether to start new or start from a save.
**Overview of Game Screen Layout Creation [#w7004d82]
The design of each screen in the Bakin game is created in the following steps:
+Create a "layout" for each "screen" in the game.
+Create that "layout" with a combination of "layout parts".

--''System''
You can specify the loading effect and the startup logo.
- &size(18){Screens};
Represents each screen in the game.
They are lined up in the "Screen List" in the leftmost column of the Layout Tool.

--''In-Game Effects''
You can specify how the map name is displayed when moving on maps, how it is displayed when the game is over, etc.
- &size(18){Layouts};
Each screen can have multiple layouts.
The created layouts will be listed in the "Layout to be Assigned" column on each screen.
You can specify and change which layout is displayed on each screen by setting layout parts and events.
Each layout can also specify its behavior with properties.

--''Menus''
You can specify the design of the various menus that appear during the game, such as when selecting items, how the picture book is displayed, and the status screen.
- &size(18){Layout Parts};
These are the parts that make up layouts.
Layout parts are roughly divided into containers and panels.
Each part can have its behavior specified by its properties.

--''Conversation''
You can specify settings for NPC conversations, display of tickers, and so on.

--''Stores''
You can specify the various menus that are displayed when using the stores and inns.
''See the example below.''
Three layouts are created for the "Menu" screen. There is no limit to the number of layouts that can be created for each screen.

--''Battles''
You can create designs for messages and status displays during battles and for the results screen.
The layout named "Master" consists of various parts in the "Layout Parts" column.

-''Layout Assignment''
Specify the layout to be assigned to each scene in the game.
Also, the check box for the "Master" layout is checked.
This means that this is the default layout for the Menu screen of this project (game).
Using an event, the Menu screen can be changed to other layouts, such as the "Master-Camp" layout.

-''Layout Part Property Settings''
Specify the elements that make up the layout, such as the options to be displayed and how they should be displayed, for "layout parts".
#ref(./LayoutTool_Overview.png,70%)
#br

-''Add Layout Parts''
When creating a new layout part, you can select the data you want to display from a large number of pre-defined entries.

***Screen Connection [#m2de13e2]
Some screens can be used by being called after certain screens.

For example, the screen that appears before an item is used on the map must be connected as shown below.
&size(18){"Menu" screen -> "Item Selection" screen -> "Item User Selection" screen};
Also, when making a purchase in the store, the screen should transition as shown below.
&size(18){"Store Selection" screen -> "Buy" screen -> "Quantity Purchased" screen};


''See the diagram below.''
-Screens with white-based icons in the screen list are "call screens".
These screens have check boxes in the Layout column that allow you to set the screen that will be the default in the game.

-Screens with black-based icons in the Screen List are "screens to be called".
There is no check box in the Layout column.
(Some screens can be called up by using events.)

#ref(./LayoutTool_ScreenList.png,70%)
#br

''&color(red){Important};''
In each screen layout, the layout name "&color(red){red text};" is the system (default) layout specified in the system project.
The contents of the system layout cannot be changed.
Copy and paste the layout in the "Layout to be Assigned" column, and then edit the pasted layout.

**Create Layouts [#n732a0ff]
Open a Bakin project and create it using the Master Menu > Layout Tool.
+Select the screen for which you want to create a layout in the "Screen List"
+Add a layout (or copy and paste an existing layout) in the "Layout to be Assigned" column.
+Change layout properties as needed.
+Add necessary layout parts in the layout parts tree.
+Specify the settings for the added layout parts in the properties of the layout part.
The "Layout Part Properties" will appear in the same column as the "Layout Properties".

#ref(./LayoutTool_Step.png,70%)
#br



//レイアウトツールには、以下の機能があります。

//-''画面リスト''
//ゲーム内で使用される画面の一覧から、編集したい画面を選択します。
//画面は、大きく7つのカテゴリに分けられています。
//--''タイトル''
//ゲームのタイトル画面です。タイトルのほか、新規で始めるか、セーブから始めるかなどの選択も行えます。
//--''システム''
//ローディング中の演出と起動ロゴの設定ができます。
//--''ゲーム内演出''
//マップ移動時のマップ名の表示のさせ方やゲームオーバー時の表示などが設定できます。
//--''メニュー''
//アイテム選択時や図鑑の表示方法、ステータス画面など、ゲーム中に表示されるさまざまなメニューのデザインを設定できます。
//--''会話''
//NPCとの会話やテロップの表示などの設定が行えます。
//--''ショップ''
//お店や宿屋を利用時に表示される各種メニューを設定できます。
//--''バトル''
//バトル時のメッセージやステータスの表示や、リザルト画面のデザインを作成することができます。

//-''割り当てるレイアウト''
//ゲーム中のそれぞれのシーンに割り当てるレイアウトを設定します。

//-''レイアウトパーツの追加''
//レイアウトパーツを新規に作成するさいには、あらかじめ用意されたたくさんの項目から表示させたいデータを選択することができます。

//-''レイアウトパーツのプロパティ設定''
//レイアウトを構成する要素である「レイアウトパーツ」に、表示させる項目や表示のさせ方などを設定します。


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