Really) I was stupid.
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Show posts MenuQuoteNormalFont property
(Formerly known as global function SetNormalFont, which is now obsolete)
static FontType Game.NormalFont
Gets/sets the font used for all in-game text, except speech. The font number must be a valid number from the Fonts pane of the editor.
More specifically, AGS uses the Normal Font for the following:
Display
DisplayTopBar
dialog options text
the built-in save and restore dialogs
The Normal Font is font 0 by default.
Example:
Game.NormalFont = eFontSpecial;
will change the normal font to the font "Special".
QuoteFirstly, so that you can get an idea of the changes, here's an example of some old-style script commands and their new equivalents:
AnimateObjectEx(0,2,0,0,0,1);
ListBoxAdd(3, 5, "New item");
becomes:
oWaterfall.Animate(2, 0, eOnce, eForwards, eBlock);
lstTest.AddItem("New item");
Just from looking at that example the advantages should be obvious; the script is more intuitive for people to learn, much easier to read (no guessing what all the numbers mean in the AnimateObjectEx call), and therefore you're less likely to make mistakes when using it. GUI controls having names brings it much more into line with Visual Basic-style GUI development, so you don't have to remember what control number all your buttons are.
Quote from: Crimson Wizard on Sun 29/01/2017 13:05:09Thanks. I converted TTF in WFN and after I redrew some characters in WFN font. I placed this font in Game Folder, I compiled game and it is alive!
Also, you may try editing TTF font itself, but I have to warn that it is not as easy as editing WFN.
TTFs are not bitmaps, they are vector fonts, which means they are described with lines and curves.
An good example of free TTF editor is FontForge: https://fontforge.github.io
Quotethe script is more intuitive for people to learn, much easier to read (no guessing what all the numbers mean in the AnimateObjectEx call), and therefore you're less likely to make mistakes when using it.
Quote from: Crimson Wizard on Fri 27/01/2017 08:16:48What I should do to decide this problem? What can I check?
It looks like dialog option text has problems with displaying extended characters. Possible causes:
* Editor does not save text properly (BTW, text from the input field may not deal with symbols properly, as text from the script editor)
* Engine does not load/display text properly.
This requires some investigation first.
Display("Damn, I'm looking good! àÃ'Æ'Ã'ÂÃ'Âúøù Ã'Â÷Ã'‹Ãº");
dDialog0.Start();
dDialog0.Start();
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