#author("2025-04-28T11:23:51+09:00","default:admin","admin") #author("2025-05-30T13:42:39+09:00","default:admin","admin") *Fonts [#z9fded8d] Font in the Resource menu allows you to set font details. #ref(./Resources_Font.png,50%) #br #Contents **Attention [#g0958656] - Please make sure to check the license (usage permissions) of any fonts you use. We are not responsible for any problems that may occur in the use of fonts. - Fonts used in layouts and events are imported into the project and exported when the Published Work Export is executed. However, fonts specified only in string variables are not automatically imported. Right-click on the required font in Resources > Fonts and explicitly specify it as “Be Sure to Include in Published Work Export” in the context menu. #br - The display scale of the displayed font is affected by the size and scale set in Resources > Font, the character scale in the layout's text panel, and the scale specified by the control character in the event panel. - Fonts are rasterized at game runtime using the value specified in Resource > Font Size. Therefore, if the font is enlarged beyond the specified size using a layout part's text scale function, etc., blurring will occur. - When a game produced in HD (1280x720) is run full screen on a full HD (1920x1080) monitor, the entire screen, including fonts, appears blurry because the screen is stretched. (Everything but the fonts are also blurry, but we assume that fonts are by their nature easily noticeable.) The Run-Time Resolution can be changed in Game Definition > Project Settings. However, please note that if you check the “Adjust the size to the screen ratio” checkbox, the text scale in the text panel will also be automatically converted according to the automatic size conversion of layout parts. - Comparing the case where the font is set to Size 100 and Scale 0.5 and the case where the font is set to Size 50 and Scale 1.0 in Resource > Font, the former is displayed more clearly. This is because the blurring caused by anti-aliasing (smoothing the jagged edges of text) is compressed and appears clearer when the text is rasterized (drawing the text as a group of dots) at a larger size and then scaled down. - In addition, the kerning (adjustment of letter spacing) and other settings may change slightly with the above two settings. This is due to the processing (snapping to the pixel grid) that is performed to match the pixels when displayed. When scale is applied, the size may have a fractional fraction after the decimal point. In such cases, the program adjusts the display position to fit the pixel units, which may result in slight deviations. Fonts also have an invisible drawing area around the actual visible area. Note that the drawing process includes this invisible area. **Font List [#f6c2fa6b] #ref(./Resources_Font_List.png,70%) #br This is a list of registered fonts. -''Add Button'' Add fonts. You can import ttf/otf files. -''Folder utton'' Add administrative folders. If there are selections, include them and make them into a folder. (Multiple selections are possible.) After adding folders, data can be moved by drag & drop. -''Copy Button'' Copy selections. -''Paste Button'' Paste the copied entries. -''Trash Button'' Delete selections. **Font List: Right-click menu [#f46f6688] #ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refer=Terrains&openfile=Resouces_Filetree_Contextmenu.png,70%) #br In the font list, right-click to view. #br -''Cut'' Cut selections. -''Copy'' Copy selections. -''Paste'' Cut and paste the copied entries. -''Delete'' Delete selections. -''Rename File by Resource Name'' (Not used in Fonts.) -''Specify Local Name'' ※Valid only when a folder is selected This is a folder name localization function. You can set folder names according to each language when you open a project in other language versions. -''Export Selected Elements'' Export the selected elements as an .exrbr file. If multiple elements are selected, they are combined into a single file. The .exrbr file is a file format that allows various resources to be combined and imported by Bakin. -''Open the Resources Folder in Explorer'' (Not used in Fonts.) -''Rename File by Resource Name'' Rename the set font file name with the name of the font currently registered in the font list. -''Open the Resources Folder in Explorer'' Open the folder where the resource is stored. -''Open the Import Folder in Explorer'' Open the folder for import. (If there is a folder for updating data added with the Update Information button.) -''Copy GUID'' Copy the GUID. -''Sort This Hierarchy by Name'' Sort alphabetically by name within the selected hierarchy/folder. -''Sort Selected Elements by Name'' Sort only on multiple selections. -''Be Sure to Include in Published Work Export'' Ensure that the selected resources are included in the work when it is exported as a public work. ''&color(red){(!)};''When exporting a public work, resources other than “resources used in the game,” such as those placed on maps or used in events, will not be included in the work. Therefore, resources that are used only by plug-ins installed in the work must be explicitly included in the work with this feature. Therefore, resources that are used only by plugins installed in the work must be explicitly included in the work with this feature. **Font Preview [#i7396d5c] #ref(./Resources_Font_Preview.png,70%) #br -''Strings to be Used for Preview'' You can enter a text string to be displayed during preview. --[[Text Commands:https://rpgbakin.com/pukiwiki_en/?Text+Formatting+and+Text+Commands]] for decoration are available. --''Undo'' Restore the preview string to the default string. **Font Properties [#k0dd6a48] #ref(./Resources_Font_Properties.png,70%) #br -''Name'' Specify the name of the font. (You can also change the name by double-clicking the entry you want to change in the font list.) -''Font Types'' Display font type (data format). -''File Name'' Display file name. -''Font Size'' Specify the font display size (pixel). -''Default Scale'' Specify the scale of the font. The actual rendering size is the value obtained by multiplying the font scale specified in the layout or message by the value of this entry. -''Ruby Scale'' Specify the vertical scale of the ruby for the character to which the ruby will be applied. -''Ruby Y Offset'' Specify the distance between the ruby and the character to which the ruby will be applied. -''Y Coordinate Offset'' Specify the offset of the vertical position relative to the font baseline. Use this to align baselines when used with other fonts at the same time. -''Line Spacing Offset'' Specify the width of the line spacing. --"About Rendering when Multiple Fonts are Mixed on a Single Line" When characters of various sizes are mixed together, the specification is to render them according to the “bottom edge” of the area where the characters are rendered. -''Bold Effect Amount'' Specify the amount of Bold effect to be applied to the font. Unlike the “pseudo-bold effect,” which is implemented in layout and message formatting, where the outline is enlarged and rendered as a separate character, a high-quality bold effect can be obtained, although it consumes additional memory. ***Tips [#z588af95] - ''Vertical alignment when multiple fonts are mixed on one line'' When characters of various sizes are mixed together, the specification is to draw them in a manner that matches the “bottom edge” of the area in which the characters are drawn. If you want to align the vertical position of multiple fonts within a line, imagine this specification. #br Example: Put a minus value in the “line spacing offset” of a font that jumps up in the line (a font with a margin below the text) so that after matching the height and width with the other fonts, the “Y offset” will adjust for any remaining discrepancies. #br The “Font Preview” visualizes the range where the text will be drawn, so use it as a reference for alignment. - ''Switching Message Fonts by Scene'' If you want to switch the message or conversation text font for each scene, try preparing multiple layouts with different fonts specified for the text panel displaying the message, and then switching between them with events. ***Tips [#b82d8a69] - ''Vertical Alignment when Multiple Fonts are Mixed on One Line'' When characters of various sizes are mixed together, the specification is to render them in a manner that matches the “bottom edge” of the area in which the characters are rendered. If you want to align the vertical position of multiple fonts in a line, imagine this specification. Example: In that line, enter a negative value for the "Line Spacing Offset" of the font that sticks out above the others (a font with extra space below the characters) to match the vertical height with the other fonts. Then, use the "Y Offset" to adjust any remaining misalignment. #br The “Font Preview” visualizes the range of characters to be rendered, so use it as a reference for alignment. - ''Switching Message Fonts for Each Scene'' If you want to switch the font of messages and conversation text for each scene, try preparing multiple layouts with different fonts specified for the text panel displaying the messages, and then switching between them with events.