Fonts: Difference between revisions
→C. The mad scientist's strategy
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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 | # 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 | # 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. |