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Anti-aliasing WFN Font from TTF

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Amir:
Hello,

Is it possible to get an anti-aliased WFN font from a TTF like Detective Gallo's font? Khris and Rulaman's tools are great but don't support anti-aliasing, the font looks a bit pixelated with corners and not round.

eri0o:
I don't understand much, but why not just use ttf font? Which game resolution you have? And which is the outline size?

Also, in the particular screenshot both look aliased. :/

Amir:

--- Quote from: eri0o on 26 Feb 2022, 10:47 ---I don't understand much, but why not just use ttf font? Which game resolution you have? And which is the outline size?

Also, in the particular screenshot both look aliased. :/

--- End quote ---

1280 x 720. The outline of TTF is very thin, in some places its unreadable. I need thicker outline.

yeah a little bit anti-aliased but not quite, as I said, u can see corners and pixelated places. Not quite round.
the font looks like in the picture. the letters are round with no corners, not like the WFN font in the game. (this is made by Khri's tool)






eri0o:
The way AGS makes the auto-outline is just not good for high resolution usage (but it's good for pixel fonts, so changes would mean having two different strategies for auto outline), and it should partially responsible for such effect. This can be fixed more easily in 4.0 but in AGS3 we are probably going to keep it the way it is due to compatibility issues - age has around 17years of binary compatibility.

I recommend you instead to use an outline font - AGS3 supports this, just make a font for the outline externally and load it in ags.

Or with a plugin use the spritefont plugin - not 100% on this, but I think spritefont plugin is also embedded in the Android and Web builds, if one knows a spritefont game try running in one of those ports and see if it works.

Amir:

--- Quote from: eri0o on 26 Feb 2022, 11:48 ---The way AGS makes the auto-outline is just not good for high resolution usage (but it's good for pixel fonts, so changes would mean having two different strategies for auto outline), and it should partially responsible for such effect. This can be fixed more easily in 4.0 but in AGS3 we are probably going to keep it the way it is due to compatibility issues - age has around 17years of binary compatibility.

I recommend you instead to use an outline font - AGS3 supports this, just make a font for the outline externally and load it in ags.

Or with a plugin use the spritefont plugin - not 100% on this, but I think spritefont plugin is also embedded in the Android and Web builds, if one knows a spritefont game try running in one of those ports and see if it works.

--- End quote ---

Hmmmmm Do u mean by the first method that I create a TTF with the programs or tools by drawing all the characters, then load this TTF in ags as outline font and change in ags outlinestyle to the number of this loaded font?

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