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Topics - Zoo977

#1

So you know the outline font feature? Well, I was wondering, since it doesn't technachly HAVE to be an outline font, what kind of weird, creative things could be done with the outline font feature? I made a handful of little pixel fonts that come with overlay fonts - Two of them come with a traditional outline font, and all of them come with another overlay font that can be used for anti-aliasing the base font. These were just made for fun, but I might make some more in the future. Feel free to use any of them however you wish!

NOTE: In all of these fonts, to type the heart symbol, simply use the broken bar - ¦ - wherever you need a random heart. If you have any comments or suggestions, I would love to hear them. Again, these are all completely free to use, so have fun! (ノ'ãÆ'®')ノ*:・゚âÅ"§

ALL FONTS
Spoiler
LIPBY CHONK



This is best viewed at size 9 - Type a broken bar “¦” for a heart symbol

CRUNCHY BEEF



This is best viewed at size 10 - Type a broken bar “¦” for a heart symbol

CHUNKY DUNK



This is best viewed at size 14 - Type a broken bar “¦” for a heart symbol

YET BUMBLER



This is best viewed at size 9 - Type a broken bar “¦” for a heart symbol

THIS SMACKY



This is best viewed at size 9 - Type a broken bar “¦” for a heart symbol

PLOP DUMP



This is best viewed at size 10 - Type a broken bar “¦” for a heart symbol

SMACKY FORMULA



This is best viewed at size 11 - Type a broken bar “¦” for a heart symbol, or an at symbol “@” for a sparkle symbol

PORTABLE TUBE



This is best viewed at size 10 - Type a broken bar “¦” for a heart symbol, or an at symbol “@” for a sparkle symbol

EASE OF USE



This is best viewed at size 8 - Type a broken bar “¦” for a heart symbol, or an at symbol “@” for a sparkle symbol

TOUR DE FORCE



This is best viewed at size 12 - Type a broken bar “¦” for a heart symbol

SLAP AND CRUMBLY



This is best viewed at size 12 - Type a broken bar “¦” for a heart symbol

IS WASTED



This is best viewed at size 10 - Type a broken bar “¦” for a heart symbol, or an at symbol “@” for an ink/blood splatter

TUBE OF CORN



This is best viewed at size 12 - Type a broken bar “¦” for a heart fourish, or an at symbol “@” for an alternate and symbol

APPLY BEEF



This is best viewed at size 12 - Type a broken bar “¦” for a heart symbol, or an at symbol “@” for a glitter symbol

PROPEL REPEL



This is best viewed at size 10 - Type a broken bar “¦” for a heart symbol, or an at symbol “@” for a star

HYDRATING LIP



This is best viewed at size 13 - This font does not have a heart symbol. Instead, you may type an at symbol, a percent sign, an ampersand, or a broken bar (@ % & ¦ respectively) for various ink or blood splatters.
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HOW TO DESIGN YOUR OWN PIXEL FONT

Spoiler
Basics of Font Design
So basically, when you're designing a font, there are a bunch of guidelines you need to follow to make it look good. Sounds simple, I know, but I managed to forget this when I first tried this, and so I figured I'd put up some information. I tried to condense it, and here's what I came up with.





Clearly, this is the cliffnotes version. If you want to go a bit more indepth, you can find plenty more information through this link.

Getting Started
There are two main programs I use for my font design. The first I use is a simple browser program called Bitfont Maker 2. It's very simple to get started in - just click a spot to draw, click again to erase, and hold it down to draw/erase multiple spaces. Here's a little rundown of what everthing does.



Since you can't draw the guidelines in this program, just make a note of the x, cap, and descender heights. When you've finished drawing a character, it'll appear on the grid to the right. The space under the character grid is where you can see how your font will look, and let's you test it's legibility before you export it. You can click the arrows above the character map to change pages, but for an english AGS font, here are all the spaces you should fill in.



Once you have everything looking good, just click export to name your font, and set the spacing. I usually use one pixel spacing by default, but it may vary depending on the font.



Now here's the thing - What if the character spacing looks wonky? And this bitfont maker only exports fonts at 16 pixels - what if you need a smaller font? There's a free windows program named Type Light I use for all touching up. When you boot it up, it'll look something like this.



An important thing to note - if you're making a pixel font, go to "View > Grid > Snap to Grid" to make sure all edges align with the grid. A pixel font isn't clean or rounded, it's blunt and harsh. Scroll down the list of characters, and click on a character to touch up it's appearance and shift the character spacing, if you so desire.



As for the font size, figure out what height you want the font to look best at. Usually, I add the height of the tallest character from the baseline, and the lowest ascending point (If the tallest point is 10 pixels above the baseline, and the lowest falls 2 beneath it, you want it at size 12, for example.) Multiply this number by 64. Go to "Font > Metrics", and put this number in the box labeled EM unit size. This box should be at 1024 by default (16 pixels * 64 pixel grid - Get it?)



Once you're done doing touch ups, just save your font, and you're ready to install it!



If there's anything you don't like about it after installing it, just edit the font file and reinstall until you're happy with it!

Making Overlay Fonts
Right now, I only make alias, shadow, and outline fonts, so I put together some brief guides here. For all of these, remember-


  • Design the overlay font in BitFontMaker as well. This will make everything so much easier, trust me.
  • Keep BitFontMaker open in another tab, but have the base font in this one. This way, you can check your work before exporting the font. Make sure you don't save over it!






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#2
Hello, everyone! I need warn you before I start with my writing, I know very little about coding myself. It's been years since I've fiddled around with AGS, so this is likely a simple fix, but any help would be greatly appreciated.


(Ignore the looming void of death and imposing red rectangles of judgement - I'm using base graphics to make sure everything is in working order.)

This is how the screen is going to look for the majority of the game. Regardless of whether or not the cursor is being held over the icon bar at the bottom of the screen, it will usually be visible. So, it's important that the GUIs are centered in the middle of the actual playspace.



Unfortunately, this means that the save and load screens look horrible without the icon bar visible. Is there any way that I can keep the icon bar visible, but deactivated, while the save and load screens are opened?

Again, thanks to all of you for your help in advance!    ââ,,¢Â¥ ;) ââ,,¢Â¥
#3
Most of the scripts in the game I'm working on are working fine, but there's a rather arbitrary problem when you try to interact wiht an inventory item, or when you try to pick up an inventory item. This is how the game normally looks.



If you try to interact with an inventory item, it will change to the inventory cursor instead. But more confusing than that is what happens when the cursor is changed to the inventory cursor;



It seems as if a resized image of the inventory item in question is stretched over the text bar! Is this a normal problem, or must there be some deeper reason?
#4
Right now, I'm working with getting the hang of coding for a game I'm working on. I'm having problems with a certain line of script, however;

function oKnife_Interact()
{
  cEgo.Walk(147,  131);
  Display("You pick it up, and place it in your purse.");
  Display("Woah, wait, no. You're not a nosy reporter. Either way, you have a stabby now. Horray!");
  oKnife.Visible = false;
  player.AddInventory(iKnife);
}

What I want for it to do is have every function occur in the order it's listed in. However, when I do this, it shifts the movement to the end of the function. What can I do to fix this problem?
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