Fonts: Difference between revisions

139 bytes removed ,  20 July 2017
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== CONCLUSION ==
== CONCLUSION ==


Let's recap: the main strategies regarding fonts in an AGS game are:
In AGS, using fonts depends only on your '''needs'''. Your needs will decide of your '''process''' and which '''tools''' you should use.
* For a hi-resolution game, use a TTF fonts used "as-is" (not converted to bitmap). Make sure it has all Western Europe 256 characters (read section "How can I find fonts?")
 
* For a low-resolution game, use a bitmap/pixels font. Two solutions:
* In doubt, always restart your read from section "define your needs".
: - Draw it from scratch, or extend it from an existing 128-characters font. In both cases, use Rulaman's WFN-FontEditor for drawing the characters and saving in the proper format (and use Radiant's Font Editor for the first 128 characters if you really need it).
* If possible, have the courtesy to make your game support the basic Western-Europe characters set.
: OR
* Then decide if you want a TTF font involved in the process, or not (either to use it as-is, or as a work base). If yes, then find a good one on the Internet. Then learn to master the tools to render it nicely.
: - Create it by rendering a TTF font into bitmap (see section "how can I make fonts?")
* Master the tools to draw pixel fonts.
* Understand how to apply special effects on fonts (cast shadow, outline...) in AGS.
* Learn to import fonts into AGS.
 
Thanks for reading!


Regardless of the resolution of your game, if you want to use anti-aliasing with your font, then use Calin Leafshade's SpriteFont renderer plugin (described earlier).




[[Category:Intermediate Tutorials]]
[[Category:Intermediate Tutorials]]
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