TTF font vs bitmap font

Started by Knox, Wed 25/11/2009 17:46:38

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Knox

Hi,

I havent posted here in a while (been readin' my manual :) )...I just wanted to know why exactly someone would want to use a bitmap font instead of a ttf? I know that TTF is a bit "bigger" and "slower" than a bitmap font (I think), but atleast you dont have to actually create a font.

Are there any other advantages of using a bmp font? Im guessing it would solve anti-alias problems since you can just smooth it like you want into the bmp, right?

Im making a game in 32 bits, 1024x768 and so far the TTF's seem to be just fine...although adding some shadow underneath them would be cool...so I was thinking lately of just converting the ttf into a bmp font (Ive got a few links for software to do that, so Ill check that out).

In your opinion, is it "worth it" converting my ttf's into bmp fonts?
--All that is necessary for evil to triumph is for good men to do nothing.

GarageGothic

As far as I know, bitmap fonts as supported by AGS (that is, not using SSH's Sprite fonts module) use single-bit color - either there is a pixel or there isn't, you cannot use multiple colors or alpha channels. So if you're going for a smooth looking font, you want TTF.

Why someone would use a bitmap font? Well, a lot lot of people make retro-looking pixel-art games where TTF fonts would seem really out of place. Hence why a lot of bitmap fonts are ripped from classic Sierra and LucasArt games.

Knox

Ahhhhh....ok ok! So in my case Ill just stick to TTF then :)

Thanks for the info...Ive always wondered about that...
--All that is necessary for evil to triumph is for good men to do nothing.

GarageGothic

You could make a shadow under the text though by simply having a duplicate label underneath your text label of the same dimension but a couple of pixels offset and with a different text color (or use DrawingSurface functions to create a DynamicSprite graphical overlay using the same technique).

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