AGS comes with a couple of default fonts, but you can replace the and add your own.
You can use both TrueType (TTF) and SCI fonts (Sierra's font format).
SCI fonts can be created in two ways:
- Extract the font from a Sierra game, using the SCI Decoder program
available on the internet.
- Create your own font and save it in SCI Font format, using the
SCI Graphic Studio program.
There are also some fonts available on the
AGS website.
Note that SCI fonts are faster to render than TTF fonts, and so may give your game
a speed advantage. It's preferable to use a SCI font if you can.
Go to the "Fonts" node in the main tree. Here you can see all the current fonts
listed underneath. You can create a new font by right-clicking the "Fonts" node
and choosing "New font". To overwrite an existing font, open it up and
press the "Import over this font" button.
Fonts can have outlines. For lucasarts-style speech, outlines are really a
necessity since they stop the text blending into the background and becoming
un-readable. To outline a font, either set the OutlineStyle to "Automatic" to
have AGS do it for you, or you can use a specific font slot as the outline font
(it will be drawn in black behind the main font when the main font is used).
NOTE: If you go to your Windows Fonts folder, you will not be able to select
any fonts to import, since double-clicking them will open them up in the Windows Font
Viewer. Unfortunately there is nothing I can do about this, you must either type the
filename in manually, or copy the font to another folder and import it from there.
NOTE: Font 0 is used as the normal text font, and font 1 is used as the
speech font. To use any additional fonts, you can set the Game.NormalFont
and Game.SpeechFont properties in your script.
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