Fonts: Difference between revisions

149 bytes added ,  26 August 2014
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::::'''Why is it interesting?''' Because the Windows-1252 has the '''exact same mapping''' as [http://www.unicodetools.com/unicode/img/latin-iso-8859-1.gif iso-8859-1] (a.k.a "Latin-1"), except for characters 128 to 159. I chose the TM symbol on purpose because it's within that range, to show you that sometimes that slight difference can cause an issue. But in 99.9% cases, you won't care, because all the important characters (especially the funny French/Spanish/German characters) will be the '''same''' in Windows-1252 (in your script editor) as in iso-8859-1 (in your external text editor or in your browser).
::::'''Why is it interesting?''' Because the Windows-1252 has the '''exact same mapping''' as [http://www.unicodetools.com/unicode/img/latin-iso-8859-1.gif iso-8859-1] (a.k.a "Latin-1"), except for characters 128 to 159. I chose the TM symbol on purpose because it's within that range, to show you that sometimes that slight difference can cause an issue. But in 99.9% cases, you won't care, because all the important characters (especially the funny French/Spanish/German characters) will be the '''same''' in Windows-1252 (in your script editor) as in iso-8859-1 (in your external text editor or in your browser).


::::'''Let's take a concrete situation:''' You're programming your game in French, and you want an in-game dialog to contain character "'''é'''". That means you either typed "é" into the dialogs editor, or into the script editor (e.g. "'''player.Say("ééééé");'''). Well, because Windows-1252 is the same as iso-8859-1, that means you can copy and paste any text generated externally to AGS (with any good text editor or browser) as long as it was displayed using iso-8859-1. In the same fashion, if you export translation files outside of AGS, they will be encoded in ANSI, and if you watch them with code page iso-8859-1, then every character will appear correctly. Immediate characters matching = less mistakes!
::::'''Let's take a concrete situation:''' You're programming your game in French, and you want an in-game dialog to contain character "'''é'''". That means you either typed "é" into the dialogs editor, or into the script editor (e.g. "'''player.Say("ééééé");'''). Now, your proofreader has sent you a corrected version of the dialog by email. Well, because Windows-1252 is the same as iso-8859-1, that means you can copy and paste that email into the AGS editor. More generally you can copy and paste any text generated externally to AGS (with any good text editor or browser) as long as it was displayed using iso-8859-1. In the same fashion, if you export translation files outside of AGS, they will be encoded in ANSI, and if you watch them with code page iso-8859-1, then every character will appear correctly. Immediate characters matching = less mistakes!


* '''The "Fonts" resources folder''' of the AGS Editor only ever displays 128 characters. But don't forget that if you use TTF fonts, the engine will then be able to display all 256 characters in-game. They're here, you just don't see them in the Editor.
* '''The "Fonts" resources folder''' of the AGS Editor only ever displays 128 characters. But don't forget that if you use TTF fonts, the engine will then be able to display all 256 characters in-game. They're here, you just don't see them in the Editor.
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