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Author Topic: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.  (Read 25663 times)

Calin Leafshade

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #20 on: 14 Sep 2012, 12:56 »
The setglyph functions are generated by a helper program based on a metrics xml file. parsing the file at runtime was beyond the scope of the plugin.

It's possible that a helper function of some kind could reduce the code required tho.

Knox

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #21 on: 03 Dec 2012, 15:29 »
I'd like to re-download this plugin but the link seems to be broken. Would anyone have a copy somewhere?
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JSH

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #22 on: 21 Jan 2013, 19:19 »
*edit nevermind, better link below :)
« Last Edit: 21 Jan 2013, 22:25 by JSH »

Khris

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #23 on: 21 Jan 2013, 19:40 »
Could you upload the helper programs, too?

Or could you, Calin?

Somebody?

Calin Leafshade

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #24 on: 21 Jan 2013, 20:43 »
I managed to find the original archive from my server dump and reuploaded it. It should have all the helper programs and shit in it.

http://www.sanctuary-interactive.com/~steve/agspritefont2.zip

Daniel Thomas

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #25 on: 22 Jan 2013, 07:15 »
Does this work with D3D? I know the obvious answer would be 'no' since I get the error message saying it doesn't, but I don't see it mentioned in the post - so hoping that I might have overlooked something?
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Calin Leafshade

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #26 on: 22 Jan 2013, 08:15 »
There's no reason it shouldnt work in D3D...

Whats the error?

Daniel Thomas

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #27 on: 22 Jan 2013, 09:32 »
When trying the SpriteFontTest.exe with D3D I get this right before the text should appear:

in "room1.asc",line 5
from "room1.asc",line 28
Error: This plugin is not compatible with the Direct3D driver

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Calin Leafshade

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #28 on: 22 Jan 2013, 09:35 »
Which function is causing that error?

Daniel Thomas

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #29 on: 22 Jan 2013, 09:58 »
When trying with DD5 the first text-message is a Display(), based on what text message say.
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JJS

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #30 on: 22 Jan 2013, 10:26 »
Which function is causing that error?
Probably engine->GetVirtualScreen(). It is not possible to get the screen contents when using the D3D driver. Funnily enough, the function is called in the plugin but the result is never used.
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Calin Leafshade

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #31 on: 22 Jan 2013, 10:35 »
Yes, I thought there shouldnt be any good reason why it doesnt work in D3D.. and theres is the no-good reason.

Easy enough to fix. I will do so when i am next at home unless the miraculous happens and someone fixes it before me.

Sslaxx

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #32 on: 24 Jan 2013, 15:14 »
Any way of setting the font colour used separate from the sprite? So if you wanted it displayed in black, it would be?
Stuart "Sslaxx" Moore.

Lake A.

  • Posts: 2
Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #33 on: 24 Jan 2013, 18:31 »
Hi!
This plugin is fantastic, I've just downloaded the files and run the exe... But I can't see a way to install the plugin. It looks there are not scm files.
I know, excuse me but I'm new and I can't speak English very well so I can't understand everything! Thanks! :)

Khris

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #34 on: 24 Jan 2013, 19:27 »
scm files are script modules; plugins are dll files.
Four of them are from the SpriteFont program, you only need "apsspritefont.dll".
With AGSEditor not running, copy it into the same dir. Then open your game. The plugin should now appear in the project tree. Right-click it and click on "Use this plugin".

Calin Leafshade

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #35 on: 24 Jan 2013, 22:08 »
Any way of setting the font colour used separate from the sprite? So if you wanted it displayed in black, it would be?

Not currently but I dont see any reason why that wouldnt be possible.




Lake A.

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #36 on: 26 Jan 2013, 19:02 »
Thanks, Khris!
Now... I'm sorry, but I have another problem. I used the exe files, I made the metric file and the sprite font. Then I loaded it in AGS Sprites, and I copied the code in game start function, but it still doesn't work. Where's the mistake?... Thanks!

Khris

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #37 on: 26 Jan 2013, 19:37 »
Pretty difficult to see the mistake without looking at your code, right...?

Daniel Thomas

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #38 on: 14 Feb 2013, 22:52 »
Out of curiosity, any updates on this?
Sslaxx suggestion sound great(if I even understood it correctly), and if it would use the color of the character text color setting it would be the icing on the cake IMO. :)
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Calin Leafshade

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Re: Another Plugin: SpriteFont Renderer. Native Bitmap Fonts.
« Reply #39 on: 14 Feb 2013, 23:12 »
Sorry I completely forgot.

I'll pull the repo tomorrow when my NEW COMPUTER arrives and I'll see if I can add colouring and fix the D3D problem on my NEW COMPUTER.

...

NEW COMPUTER