Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: BobaFonts on Tue 09/11/2004 00:53:25

Title: Scaling up at 640 some fonts, some others not
Post by: BobaFonts on Tue 09/11/2004 00:53:25
I need a speech font scaled up at 640, but another one should not be scaled, resulting small, hi-res.
Given the fact that I've left unchecked the "Don't scale up..." option, is there a way to tell only a specific font not to scale up, resulting small? Or vice versa: if I check "Don't scale up...", can I tell the other font to scale up, resulting big?
thanks
Title: Re: Scaling up at 640 some fonts, some others not
Post by: Rui 'Trovatore' Pires on Tue 09/11/2004 09:22:49
Can't you just change the size of the font? You can do that WHEN importing it, IF the font is TTF. Is that what you mean?
Title: Re: Scaling up at 640 some fonts, some others not
Post by: Gilbert on Tue 09/11/2004 10:28:45
Not when it's a SCI font.

Actually I'd rather have the option of scaling up a font or not a separate property set for each font, it'll provide more flexibility. Don't know if it's worth making the change though.
Title: Re: Scaling up at 640 some fonts, some others not
Post by: Pumaman on Tue 09/11/2004 19:40:48
Currently there is only one game-wide setting, you can't do it on a font-by-font basis.

If this is something that people would find useful, I'll add it to the suggestions list.
Title: Re: Scaling up at 640 some fonts, some others not
Post by: RickJ on Wed 10/11/2004 04:57:41
Wouldn't it look funny mixing scaled up and normal sized SCI fonts?
Title: Re: Scaling up at 640 some fonts, some others not
Post by: Gilbert on Wed 10/11/2004 05:29:15
Not necessarily, It depends on what you're going to do.

Title: Re: Scaling up at 640 some fonts, some others not
Post by: RickJ on Wed 10/11/2004 19:57:23
I suppose you could use something like that for "game-in-a-game" type things but I think the results would still look funny, IMHO. 
Title: Re: Scaling up at 640 some fonts, some others not
Post by: Gilbert on Thu 11/11/2004 02:05:45
Actually you can detect by script whether your game is set up to hi-res or not. So for example you can make 2 sets of main fonts, one for hi-res, one for low res, and display the appropiate one whenever necessary. This is just one of the uses.
Title: Re: Scaling up at 640 some fonts, some others not
Post by: Pumaman on Thu 11/11/2004 18:10:43
It's also possible that some of the fonts you are using were drawn for 320x200 whereas others were drawn for 640x400, therefore it would be beneficial to be able to equalise them all in-game.
Title: Re: Scaling up at 640 some fonts, some others not
Post by: Gilbert on Fri 12/11/2004 02:49:47
I think this can be useful but not mandatory, I'll say I depends on the difficulty involved in adding this change.
It's not really that important at the moment I think.
I just added a tracker entry anyway.
Title: Re: Scaling up at 640 some fonts, some others not
Post by: BobaFonts on Sun 14/11/2004 00:17:03
Thanks.
Anyway... yes, I admit it's definitely not so important.

I'll explain the problem briefly. For Shadows of the Empire I've recreated precisely the classic LucasArts speech font, which was meant for low res. But our game runs at 640.
If we don't scale up fonts, we get it very small and detailed, but losing its original funny look (nostalgia? maybe, yes).
If we scale them, it becomes big. But also other bitmap fonts, used for labels and menu options, become big, too big, while they must remain small.

I've also tried to recreate a similar speech font doublesized in the SCI font editor, in order to keep it not scaled and still make it appear big: it's big while other fonts remain small. Perfect? No, there's one terrible problem: the outline is a single pixel, and the final result look ugly.
If I only could activate a double-pixel-outline on that font only!

Using a second font for the outline? I've tried, but it's not the same thing as having a precise automatic outline, which preserves letter spacing.