How to make fonts less blurry?

Started by rattusrattus, Tue 01/10/2024 16:46:10

Previous topic - Next topic

rattusrattus

I am trying to import a TTF font into my game. The resolution is set at 1080p. I have a few questions about fonts.

1. How big should I import my font at for a 1080p game?

2. How do I make the fonts less blurry at larger sizes? They are not blurry at all in the preview and in use outside of AGS, but they are very blurry when in AGS.

3. Is it possible to make fonts bigger or smaller when you've already set font size?

Thank you! I apologize if this question has been asked before. I can't find info about this in the manual or when I search. At least that I can understand.

Eon_Star

Hello,

at first you could check "font properties window" and look for the "multipler" option. You can change the size from there.

Happy coding.


 :-D

Khris

Which size did you try? I once made a digital replica of my wall clock and imported a font at size 60.
This is how it looks in the 1080p game: https://i.imgur.com/fk23Gfq.png


Crimson Wizard

#3
Quote from: rattusrattus on Tue 01/10/2024 16:46:103. Is it possible to make fonts bigger or smaller when you've already set font size?

Yes, simply reimport using a different size ("Import over this font" button).

Quote from: Eon_Star on Tue 01/10/2024 17:09:24at first you could check "font properties window" and look for the "multipler" option. You can change the size from there.

Don't do that if you are using TTF. Multiplier is meant for bitmap fonts (WFN). For TTFs you better reimport a font with wanted size. The reason is that TTFs actually look differently depending on their point size: they usually are more detailed at higher size and less detailed at lower size. This difference is neglected when you set "Size multiplier" property.


Perpetuall

One thing you might want to fiddle with is the anti-aliasing setting, and see if it helps to turn it on or off. That would be under "text output" in your general settings.

rattusrattus

Thank you for the help. I think I've got it working okay now. I am a little confused for movement though. I was wanting to make a Professor Layton style of movement, where you click on a button to display arrows, which, when clicked, move you to the room in the direction the arrow was in. A way I can think to do this is to make a gui for the movement button per room, and make said gui display a new gui with the arrows for that specific room. Is there an easier way to do this? Thank you.

Snarky

Do you mean that there's a fixed set of possible movement arrows (e.g. four directions) but not all arrows are available in every room?

You could set up some standard format to hold all the valid ways to navigate from the room. For example, you could add four custom (int) properties to the room: "North", "South", "East" and "West".

Then for each room you would set each compass direction value to the room number you go to if you click in that direction (leaving it as 0 if no navigation is available that direction).

Now you could use the same GUI always, and in the function to display it, it would check the compass properties for the current room and hide unused buttons as necessary.

SMF spam blocked by CleanTalk