Does anyone know where I can find a ttf font with french accents that I can import into the game?Ã, I've tried the CNTRL Number and the copy & paste route, but it crashes the game with an error message complaining about the font.
Which accents do you need specifically? é, è, ê and even ç showed up fine for me using the Verdana font.
What version of AGS are you using? I imported the Verdana font.Ã, This sentence shows the accent:
Que désirez-tu, mon enfant?
This is the error I am getting:
(http://www.mysterymanor.net/junk/error.jpg)
I think these characters can only show up if you use a translation (basic language of the game can't contain such codes > 127), don't know if this was changed though.
For me it shows up exactly as it should when using Verdana on the latest AGS beta, RC2a. I'm just using the Display function, so apparently it's not necessary to use translation for basic accents like these (however it would be for other foreign characters).
Edit: Looking at your error message, are you sure you've set the NormalFont/SpeechFont to Verdana? From the error message it seems that it's trying to use a SCI font.
It depends on what ASCII codes the characters are using, if they're above 127 it's possible that they can't be displayed without using a translation.
QuoteLooking at your error message, are you sure you've set the NormalFont/SpeechFont to Verdana? From the error message it seems that it's trying to use a SCI font.
I wondered about that too????Ã, In the game script, within the game-start function, I have SetNormalFont(4) and (4) is where I imported the Verdana font.Ã,Â
Now this is bizarre.Ã, I tried an experiment.Ã, I did a display, and the accent shows up.Ã, Where I am trying to use it is within a gui with the Say Special function and that is where I get the error.
Gui:
(http://www.mysterymanor.net/junk/agssample01.jpg)
Display:
(http://www.mysterymanor.net/junk/agssample02.jpg)
But the font on the GUI is obviously not Verdana!
Is this your own Say function? If so, you should set the SetLabelFont for the GUI label to use font 4. If it's the internal speech on custom GUI function, you need to SetSpeechFont(4) as well (or Game.Speechfont = 4 if you use new scripting).
Edit: Strangely enough the GUI font doesn't look like a SCI font either. It has obvious antialiasing, so it must be TTF.
Ahhh, this is what I needed:Ã, SetSpeechFont(4)
Thank you!!!