Different fonts for different translations

Started by Blondbraid, Thu 28/07/2016 18:14:41

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Blondbraid

Hello!
I have two questions, first,
Is it possible to use a different speech font for different languages in the game, and if so, how do you implement it?

Second, I have tried to edit a font using fontedit from the AGS resource page, but when I save it the file doesn't show up when I try to import it into my AGS game. What shall I do?

Crimson Wizard

Quote from: Blondbraid on Thu 28/07/2016 18:14:41
Is it possible to use a different speech font for different languages in the game, and if so, how do you implement it?
Yes
Code: ags

if (Game.TranslationFilename == "German") {
    Game.SpeechFont = eFont10;
}


Quote from: Blondbraid on Thu 28/07/2016 18:14:41
Second, I have tried to edit a font using fontedit from the AGS resource page, but when I save it the file doesn't show up when I try to import it into my AGS game. What shall I do?
AGS has a quirk, that has not been fixed in years. It does not import WFN fonts by Import command. You need to first create a dummy font in your project with corresponding number, and then copy your actual font over to the project folder. AGS then will catch your font up.
NOTE: if you have both TTF and WFN fonts of same number in your folder, TTF will take precedence.

Monsieur OUXX

My suggestion: Don't use FontEdit. Now that the standard AGS allows 256-characters font, go the "Mad Scientist" strategy described on the wiki page : http://www.adventuregamestudio.co.uk/wiki/Fonts
 

Blondbraid

Thank you Crimson Wizard, It's nice to know how to change fonts.
Quote from: Monsieur OUXX on Fri 29/07/2016 13:55:37
My suggestion: Don't use FontEdit. Now that the standard AGS allows 256-characters font, go the "Mad Scientist" strategy described on the wiki page : http://www.adventuregamestudio.co.uk/wiki/Fonts
However, I have tried to change the font according to the link , but the letters I tried to add still show up as question marks in the game. I can't see the extra letters in the AGS editor either, how do I make them show up?
Do I have to bind the letters to the buttons on my keyboard as well?


Blondbraid


Crimson Wizard

AGS 3.3.* does not support 256 characters in WFN fonts, only 3.4.0 does.

Blondbraid

Is 3.4.0 available for download yet? I Only see version 3.3.5 on the main page.
If not, how can I make the extra letters show up in the old version?
I want to add both small and capital versions of three letters, six symbols all in all.

Crimson Wizard

Quote from: Blondbraid on Sat 30/07/2016 12:02:29
Is 3.4.0 available for download yet?
Yes, available versions are listed here: http://www.adventuregamestudio.co.uk/forums/index.php?board=28.0
3.4.0 is still in Beta stage. I do not control the homepage, so it has only latest final release.

Blondbraid

Quote from: Crimson Wizard on Sat 30/07/2016 13:29:56
Yes, available versions are listed here: http://www.adventuregamestudio.co.uk/forums/index.php?board=28.0
3.4.0 is still in Beta stage. I do not control the homepage, so it has only latest final release.
Ok.
What strategies do you recommend if I'm using version 3.3.5 and want to add the extra letters?
The font I'm currently using only have 104 symbols out of the 128 slots available.

Crimson Wizard

Quote from: Blondbraid on Sat 30/07/2016 15:23:56
What strategies do you recommend if I'm using version 3.3.5 and want to add the extra letters?
The font I'm currently using only have 104 symbols out of the 128 slots available.

Check the wiki page Monsieur OUXX referenced earlier, specifically following paragraph:
http://www.adventuregamestudio.co.uk/wiki/Fonts#AND_FINALLY.2C_CHOOSE_YOUR_DESTINY_.28how_to_have_256_characters_in_your_game.29

However, if I remember correctly, using TTF fonts is best way, if you can get one.

Blondbraid

Yes, I think I understand now, looking at the directions in the link.
It seems easier to me to just replace rare characters that aren't used in speech this time, this way I managed to make them show up in the game, even if it is a bit of extra work.
Also, thank you for the tip about replacing fonts in the script!

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