Fonts: Difference between revisions

302 bytes removed ,  30 July 2016
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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 (that's not even entirely true, since all those features have been or are about to be integrated into the regular AGS!), along with bitmap 256-characters fonts.
# Use at least AGS 3.4.x -- or if you use an older AGS, then use [http://www.adventuregamestudio.co.uk/forums/index.php?topic=44502.0 "AGS Draconian"]
 
# 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, 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).
# 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).
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