Fonts: Difference between revisions

68 bytes added ,  10 January 2014
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=== C. The mad scientist's strategy ===
=== C. The mad scientist's strategy ===


This solution makes you use a non-standard branch of AGS.
This solution makes you use a non-standard branch of AGS, along with bitmap 256-characters fonts.


# Use [http://www.adventuregamestudio.co.uk/forums/index.php?topic=44502.0 "AGS Draconian"], the experimental AGS that enables 256-characters SCI or WFN fonts. That should also work with future version of AGS: possibly 4.3 or higher.
# Use [http://www.adventuregamestudio.co.uk/forums/index.php?topic=44502.0 "AGS Draconian"], the experimental AGS that enables 256-characters SCI or WFN fonts. That should also work with future version of AGS: possibly 3.4 or higher.
# Use Rulaman's WFN-FontEditor in combination with TtfWfnSci (see corresponding sections in this document)
# Use Rulaman's WFN-FontEditor in combination with TtfWfnSci (see corresponding sections in this document)
# If you're European, directly edit an existing '''256-char''' SCI or WFN font (see corresponding section in this document) -- this way you already know what slots match what characters in that code page (Reminder: 256-char SCI or WFN are "fake" formats that can be used only in that context. Regular SCI or WFN allow only 128 characters).
# If you're European, we recommend you directly start off with an existing '''256-char''' SCI or WFN font (see corresponding section in this document) -- this way, you already know what slots match what characters in that code page (Reminder: 256-char SCI or WFN are "fake" formats that can be used only in that context. Regular SCI or WFN allow only 128 characters).
# Save it as your own font, import it into AGS Draconian.
# Save it as your own font, import it into AGS Draconian.
# Run the game. All characters should be displayed correctly.
# Run the game. All characters should be displayed correctly.
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