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<span style="color: red; font-size:200%;">THIS PAGE IS BEING REWRITTEN TO MAKE IT SIMPLER</span><br/>
Preliminary remark: for demonstration purposes, this page makes use of special characters. This wiki page is supposed to be encoded in Unicode (UTF-8), therefore, you should see all the special characters correctly.
Preliminary remark: for demonstration purposes, this page makes use of special characters. This wiki page is supposed to be encoded in Unicode (UTF-8), therefore, you should see all the special characters correctly.


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This page is meant to provide '''in-depth explanations''' about how AGS manages fonts, and how to create fonts for AGS.
This page is meant to provide '''in-depth explanations''' about how AGS manages fonts, and how to create fonts for AGS.


* If you only want to read the ''short'' version, then read [[Tutorial_Part_9_-_Cursors_and_fonts#Fonts|this]].
* If you only want to read the ''short'' version, then read [https://www.adventuregamestudio.co.uk/manual/index.html?page=acintro9.htm this].
* There is a ''much more complicated'' version of this article [[Fonts_deprecated_methods|here]]. It was written ''before'' AGS 3.4 was available. If you want to dig into ''old'' tricks to use 256 characters in games, or maybe adapt them to use much more characters, then that article might be useful.
* There is a ''much more complicated'' version of this article [[Fonts_deprecated_methods|here]]. It was written ''before'' AGS 3.4 was available. If you want to dig into ''old'' tricks to use 256 characters in games, or maybe adapt them to use much more characters, then that article might be useful.


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* If the answer is '''"d"''', then you need to consider searching/creating fonts that will allow the special characters you need. Unlike situation "b" and "c", Cyrillic alphabet does not only fill the "unused" extra 128 characters while leaving the first 128 characters untouched. It needs the whole 256 characters page to fit in, so you'll need a font just for the cyrillic alphabet. But still, it works fundamentally the same way as other 256-characters fonts.
* If the answer is '''"d"''', then you need to consider searching/creating fonts that will allow the special characters you need. Unlike situation "b" and "c", Cyrillic alphabet does not only fill the "unused" extra 128 characters while leaving the first 128 characters untouched. It needs the whole 256 characters page to fit in, so you'll need a font just for the cyrillic alphabet. But still, it works fundamentally the same way as other 256-characters fonts.


* If the answer is '''"e"''', then this alphabet is a bit peculiar because there are thousands of kanjis BUT Japanese also has a basic set of about 60 to 200 characters that lets you write in phonetic syllables. The basic 50-something characters are the "katanaka" (see a pixel font here : https://www.colourbox.com/vector/pixel-japanese-katakana-vector-18520378 ). You'd be probbaly more comfortable with some extra characters, that make it up to about 200. It means it all fits in a 256-characters font, just like cyrillic alphabet (above). PLEASE NOTE: the author of this article is not an expert on the topic. Please feel free to correct me [[http://www.adventuregamestudio.co.uk/forums/index.php?topic=55022.msg636566116#msg636566116|here]]
* If the answer is '''"e"''', then this alphabet is a bit peculiar because there are thousands of kanjis BUT Japanese also has a basic set of about 60 to 200 characters that lets you write in phonetic syllables. The basic 50-something characters are the "katakana" (see a pixel font here : https://www.colourbox.com/vector/pixel-japanese-katakana-vector-18520378 ). You'd be probbaly more comfortable with some extra characters, that make it up to about 200. It means it all fits in a 256-characters font, just like cyrillic alphabet (above). PLEASE NOTE: the author of this article is not an expert on the topic. Please feel free to correct me [[http://www.adventuregamestudio.co.uk/forums/index.php?topic=55022.msg636566116#msg636566116|here]]


* If the answer is '''"f"''', then AGS wasn't really designed for your needs. There are (probably) workarounds, but they are outside of the scope of this document. You can try the engine plugin "[http://www.adventuregamestudio.co.uk/forums/index.php?topic=52207.msg636514064#msg636514064 AGSBMFontRenderer]" (not tested). You might find some clues [https://www.adventuregamestudio.co.uk/forums/index.php?topic=54570.msg636555760 here] if you're targetting '''Farsi/Persian'''.  
* If the answer is '''"f"''', then AGS wasn't really designed for your needs. There are (probably) workarounds, but they are outside of the scope of this document. You can try the engine plugin "[http://www.adventuregamestudio.co.uk/forums/index.php?topic=52207.msg636514064#msg636514064 AGSBMFontRenderer]" (not tested). You might find some clues [https://www.adventuregamestudio.co.uk/forums/index.php?topic=54570.msg636555760 here] if you're targetting '''Farsi/Persian'''.  
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::- Either you use a "real" pixel font, in SCI of WFN format (read below), OR
::- Either you use a "real" pixel font, in SCI of WFN format (read below), OR
::- you use a TTF font that looks like a pixel font. You can even convert that pixel-looking TTF font into an actual pixel font (SCI or WFN) with a few easy steps.
::- you use a TTF font that looks like a pixel font. You can even convert that pixel-looking TTF font into an actual pixel font (SCI or WFN) with a few easy steps.


== More about the formats ==
== More about the formats ==
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=== WFN ===
=== WFN ===


'''You may instead consider WFN the official AGS font format,''' even though historically it used to be a file format from an MS-DOS third-party tool in the mid-90's.
'''You may consider WFN the "official" AGS font format,''' even though historically it used to be a file format from an MS-DOS third-party tool in the mid-90's.


You could also see WFN fonts as SCI fonts turned "AGS-ready".  
You could also see WFN fonts as SCI fonts turned "AGS-ready".  
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=== Bitmap fonts ===
=== Bitmap fonts (WFN or SCI) ===


* On [http://www.adventuregamestudio.co.uk/site/ags/sci_fonts/ this page] you'll find several pretty SCI fonts that might suit your game's style. Remember that SCI fonts can only display 128 characters. It would be better to turn those fonts into 256-characters fonts with accented accents (see "how can I make fonts?").
* On [http://www.adventuregamestudio.co.uk/site/ags/sci_fonts/ this page] you'll find several pretty SCI fonts that might suit your game's style. Remember that SCI fonts can only display 128 characters. It would be better to turn those fonts into 256-characters fonts with accented accents (see "how can I make fonts?").
* If you search the AGS forums properly, you will find resources of WFN fonts collections. for example [http://www.adventuregamestudio.co.uk/forums/index.php?topic=53390.msg636535285#msg636535285 here]. Great fonts! '''there is a catch to import WFN fonts into AGS'''. See the "How to import fonts into AGS?" section of this document.
* If you search the AGS forums properly, you will find resources of WFN fonts collections. for example [http://www.adventuregamestudio.co.uk/forums/index.php?topic=53390.msg636535285#msg636535285 here]. Great fonts! '''there is a catch to import WFN fonts into AGS'''. See the "How to import fonts into AGS?" section of this document.


=== TTF fonts ===
=== TTF fonts ===
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== How can I ''make'' fonts? ==
== How can I ''make'' (or edit) fonts? ==


For making pixel fonts, the two main tools you'll be using are "Radiant's Font Editor" and "Rulaman's WFN-FontEditor" (see below). Or you will convert a TTF font into a pixel font.
'''Summary'''
For making TTF vector fonts, read further.


=== How to create a 128-characters font from scratch? ===
<span style="font-size:100%; color:red;">4 important questions to ask yourself: </span>


That's the simplest scenario :
# Do you want to make a '''pixel''' font, OR a TTF (i.e. '''vector''') font?
# <span style="color: blue; font-size:150%;">Download</span> '''[http://www.adventuregamestudio.co.uk/forums/index.php?topic=23521.0 Radiant's Font Editor]'''
# If you want to make a pixel font: do you want to draw it/edit it '''manually''', OR do you want to '''start off from a TTF font''' (by rendereding into pixels first)?
# Potentially start from one of the WFN fonts provided, then save. (watch out! this tool does not know how to handle 256-characters WFN fonts)
# If you want to make it manually: do you want to use '''simple, AGS-dedicated tools''', OR do you want to '''pimp up your game a little''' ''and'' create a TTF version of you font in the process?
# Import the font into AGS, following the tips given in the "How to import fonts into AGS?" section of this document.
# Regardless of whether you chose TTF font or pixel font: do you want '''real anti-aliasing''' (some pixels with alpha) in your font?


In a nutshell, the answers :
* For creating TTF fonts, we don't provide guidance (unless you want to make a simple one that ''looks'' like a pixels font -- read below).  Find one instead (read section "How can I find fonts?").
* For creating pixels fonts that you decide to start from a TTF file, you'll use special tools to render the TTF font into pixels first. These include, but are not limited to, "Rulaman's TtfWfnSci", or "BitFont Maker 2", or "Calin Leafshade's SpriteFont renderer". Read below.
* For creating/editing manually with simple AGS-dedicated tools, you'll mostly use "Rulaman's WFN-FontEditor", and sometimes the older "Radiant's Font Editor".
* For creating/editing manually with a tool that allows you to create a TTF version of your font in the process, you'll mostly use the process explained by zoo977, that makes use of BitFontMaker2 and Type Light.
* If you want anti-aliasing in your font, then you'll follow the process to render a TTF font into pixels, and then use Calin Leafshade's "SpriteFont renderer" plugin.


::'''Pros:'''
=== How can i create a TTF (vector) font? ===
::* Very simple
::* Can save as SCI or WFN (128 characters)
::* Can save as BMP sprite table
::'''Cons:'''
::* Limited to 128 characters
::* Oh noes! I'm still using the archaic SCI format!  http://www.barnrunner.com/OSD/Roger-Dennis-Wink.gif
::* That tool is not maintained (not that it's been an issue so far, since it works as expected)


=== But... I'm very bad at drawing fonts! ===
As written above, we won't help you for that. Creating "real" fonts is an incredibly complex task. But in case you really want to create your own font [http://fontforge.org/ Font Forge] is a good tool to start with.
If you have no artistic sense, then fear not. Simply follow [http://www.adventuregamestudio.co.uk/forums/index.php?topic=53390.msg636534667#msg636534667 these guidelines].


=== A more versatile AGS-dedicated tool : Rulaman's WFN-FontEditor ===
However, if you only want to create a TTF (vector) font that ''looks'' like a pixels font, there's an easy solution for you : read the process explained by '''Zoo977'''. Read [http://www.adventuregamestudio.co.uk/forums/index.php?topic=53390.msg636534667#msg636534667 here]. A very comprehensive tutorial.


[[image:Font_Editor_Plugin_Rulaman.png|thumb|right|320px|Rulaman's WFN-FontEditor as plugin in the AGS Editor]]
Tools mentionned in this section: <span style="font-size:100%; color:mediumorchid; font-weight:bold;">BitFont Maker 2</span>, <span style="font-size:100%; color:mediumorchid; font-weight:bold;">Type Light</span>, <span style="font-size:100%; color:mediumorchid; font-weight:bold;">Font Forge</span>


That tool comes in two flavours:
=== How can I understand the principles of fonts making? ===
* as standalone (a .exe file that you can run outside of AGS), or
* as an AGS-Editor plugin (a new tool pane directly in AGS).
If you have no artistic sense, then fear not. Simply follow [http://www.adventuregamestudio.co.uk/forums/index.php?topic=53390.msg636534667#msg636534667 zoo977's guidelines].
Either way, it works the same way.


<span style="color: blue; font-size:150%;">Download</span> [http://www.adventuregamestudio.co.uk/forums/index.php?topic=48527.0 '''here'''].


The advantage over Radiant's editor is that it allows 256-characters fonts. That's not immediately obvious, so the easiest way to start is to open [http://www.adventuregamestudio.co.uk/forums/index.php?topic=48798.msg636465473#msg636465473 an existing 256-characters font] and work with it.


::'''Pro-tips:'''
=== Making bitmap fonts based off a TTF font ===
::* If you start from a 128-characters font, then click on "Extend to 256" (just above the top-right corner of the characters table).
::* If you don't know what characters to draw in the extra 128 special characters, then open the basic 256-characters font of AGS in another tab, and copy-paste the missing characters.
::* You can copy-paste a character by right-clicking on the character in the table
::* Make sure that all characters have the same height (use the "height" text box to adjust it or click on "all height to current"). If you're worried that some characters will be cropped, then simply open them and move the character nside its box using the U(p), L(eft), D(own), R(ight) buttons.
::* If you plan on using this font as a dialogs font, then keep a blank pixel on the left and on the right of each letter, so that you can then apply an outline.




::'''Pros:'''
'''Most users won't choose to do this,''' because a TTF (vector font), by design, is usually made to be rendered onto the screen in a high resolution. With nice curves and all.
::* Convenient features such as '''outline''' (if you want to draw it manually)
You can see the awkwardess here:
::* If used as a plugin, integrated directly in your AGS editor
* If you're making a game in high resolution (800x600 or more), then why going through the troble of rendering TTF into pixels first, as the font can be used directly by AGS?
::* Converts from WFN to SCI and back
* If your game is in old-school style, with very low resolution (320x200), then resolution is definitely too small to get any advantage from the TTF font. You're better off drawing the font manually directly.
::* '''Handles 256 characters'''


::'''Cons:'''
::* A rather rudimentary interface.


=== Making bitmap fonts from TTF ===
'''There are a handful of exceptions though :'''
* If you're using a medium resolution (640x480). Your font might still have curves or small details BUT the low resolution requires you to push a few pixels around here and there in the font.
* You want to add some special effects in the font. AGS only manages monochrome fonts (one color), and if you want to add a drop-shadow or a second color to the font, then you need to work on your font at pixels level (see section "How can I add special effects to the font?). the only exception is for outline. Because AGS can manage that automatically if you enable it in the font's settings.
* If you want the font to have "real" anti-aliasing, with some semi-transparent pixels.


The idea here is simple yet powerful: you have a tool that will render the characters of the TTF font at the desired size (usually rather small, if your goal is to make a pixel font). Then each rendered character is saved as a small image and the tool generates an entire pixel font out of them. Then you import and use that pixel font in your game.
The idea here is simple yet powerful: you have a tool that will render the characters of the TTF font at the desired size (usually rather small, if your goal is to make a pixel font). Then each rendered character is saved as a small image and the tool generates an entire pixel font out of them. Then you import and use that pixel font in your game.


'''Difficulties'''  
'''Difficulties'''  


* It's not always as easy as it sounds, though. You have no guarantee that a TTF font will look good when it's rendered at a small size. [https://typekit.files.wordpress.com/2010/10/gdi-none.png Yuck].
* It's not always as easy as it sounds, though. You have no guarantee that a TTF font will look good when it's rendered at a small size. Look at this: [https://typekit.files.wordpress.com/2010/10/gdi-none.png Yuck].
* Additional trouble arises when you start from a TTF font that was designed to look like pixel art (like [http://www.dafont.com/fr/pixeled.font this one]). if any so-called "pixel" (actually vectors) is misaligned at rendering time, then it looks ugly again.
* Additional trouble arises when you start from a TTF font that was designed to look like pixel art (like [http://www.dafont.com/fr/pixeled.font this one]). if any so-called "pixel" (actually vectors) is misaligned at rendering time, then it looks ugly again.


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So, here are tools to do all this:
So, here are tools to do all this:


==== zoo977's process using 'BitFont Maker 2' ====


Read [http://www.adventuregamestudio.co.uk/forums/index.php?topic=53390.msg636534667#msg636534667 here]. A very comprehensive tutorial.


==== Rulaman's TtfWfnSci ====
==== Rulaman's TtfWfnSci ====
<span style="font-size:120%; color:mediumorchid; font-weight:bold;">Rulaman's TtfWfnSci</span>


If can be found [http://www.adventuregamestudio.co.uk/forums/index.php?topic=49611.0 in this forum thread] with some explanations or on a [http://selmiak.bplaced.net/stuff/AGS/TTF-Test.exe quick mirror].
If can be found [http://www.adventuregamestudio.co.uk/forums/index.php?topic=49611.0 in this forum thread] with some explanations or on a [http://selmiak.bplaced.net/stuff/AGS/TTF-Test.exe quick mirror].
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==== Calin Leafshade's "SpriteFont renderer" plugin ====
==== Calin Leafshade's "SpriteFont renderer" plugin ====
<span style="font-size:120%; color:mediumorchid; font-weight:bold;">Calin Leafshade's "SpriteFont renderer" plugin</span>


It can be found [http://www.adventuregamestudio.co.uk/forums/index.php?topic=44359.msg591862#msg591862 here].
It can be found [http://www.adventuregamestudio.co.uk/forums/index.php?topic=44359.msg591862#msg591862 here].
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==== Nirogen's FontStudio ====
==== Nirogen's FontStudio ====
<span style="font-size:120%; color:mediumorchid; font-weight:bold;">Nirogen's FontStudio</span>


It can be found [http://www.ogre3d.org/forums/viewtopic.php?f=11&t=47802 here].
It can be found [http://www.ogre3d.org/forums/viewtopic.php?f=11&t=47802 here].
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You must consider it an additional tool to Calin Leafshade's SpriteFont renderer.
You must consider it an additional tool to Calin Leafshade's SpriteFont renderer.


=== Making TTF Fonts ===
=== How to create a 128-characters font from scratch? ===


Here, we're not talking about converting a vector TTF font into a pixel font, but about how to make a vector font from scratch.
<span style="font-size:120%; color:mediumorchid; font-weight:bold;">Radiant's Font Editor</span>
That's outside of the scope of this document. Creating "real" fonts is an incredibly complex task. But in case you really want to create your own font [http://fontforge.org/ Font Forge] is a good tool to start with.


That's the simplest scenario :
# <span style="color: blue; font-size:150%;">Download</span> '''[http://www.adventuregamestudio.co.uk/forums/index.php?topic=23521.0 Radiant's Font Editor]'''
# Potentially start from one of the WFN fonts provided, then save. (watch out! this tool does not know how to handle 256-characters WFN fonts)
# Import the font into AGS, following the tips given in the "How to import fonts into AGS?" section of this document.


::'''Pros:'''
::* Very simple
::* Can save as SCI or WFN (128 characters)
::* Can save as BMP sprite table
::'''Cons:'''
::* Limited to 128 characters
::* Oh noes! I'm still using the archaic SCI format!  http://www.barnrunner.com/OSD/Roger-Dennis-Wink.gif
::* That tool is not maintained (not that it's been an issue so far, since it works as expected)
=== A more versatile AGS-dedicated tool : Rulaman's WFN-FontEditor ===
<span style="font-size:120%; color:mediumorchid; font-weight:bold;">Rulaman's WFN-FontEditor</span>
[[image:Font_Editor_Plugin_Rulaman.png|thumb|right|320px|Rulaman's WFN-FontEditor as plugin in the AGS Editor]]
That tool comes in two flavours:
* as standalone (a .exe file that you can run outside of AGS), or
* as an AGS-Editor plugin (a new tool pane directly in AGS).
Either way, it works the same way.
<span style="color: blue; font-size:150%;">Download</span> [http://www.adventuregamestudio.co.uk/forums/index.php?topic=48527.0 '''here'''].
The advantage over Radiant's editor is that it allows 256-characters fonts. That's not immediately obvious, so the easiest way to start is to open [http://www.adventuregamestudio.co.uk/forums/index.php?topic=48798.msg636465473#msg636465473 an existing 256-characters font] and work with it.
::'''Pro-tips:'''
::* If you start from a 128-characters font, then click on "Extend to 256" (just above the top-right corner of the characters table).
::* If you don't know what characters to draw in the extra 128 special characters, then open the basic 256-characters font of AGS in another tab, and copy-paste the missing characters.
::* You can copy-paste a character by right-clicking on the character in the table
::* Make sure that all characters have the same height (use the "height" text box to adjust it or click on "all height to current"). If you're worried that some characters will be cropped, then simply open them and move the character nside its box using the U(p), L(eft), D(own), R(ight) buttons.
::* If you plan on using this font as a dialogs font, then keep a blank pixel on the left and on the right of each letter, so that you can then apply an outline.
::'''Pros:'''
::* Convenient features such as '''outline''' (if you want to draw it manually)
::* If used as a plugin, integrated directly in your AGS editor
::* Converts from WFN to SCI and back
::* '''Handles 256 characters'''
::'''Cons:'''
::* A rather rudimentary interface.


== What's all the fuss about 256 characters? ==
== What's all the fuss about 256 characters? ==


=== Use a GOOD text editor ===
=== Use a GOOD text editor ===
<span style="font-size:120%; color:mediumorchid; font-weight:bold;">Notepad++</span>


First of all, do yourself a favour. '''Never EVER use Notepad to open a text file'''. Instead, use an editor that won't silently mess with the current encoding when you save.
First of all, do yourself a favour. '''Never EVER use Notepad to open a text file'''. Instead, use an editor that won't silently mess with the current encoding when you save.
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     LETTER  ----------->  NUMBER
     LETTER  ----------->  NUMBER


== Decoding ==  
== Rendering/Displaying==  


'''Decoding is the reverse process:''' From a number in memory, which character to display on screen?
'''rendering is the reverse process:''' From a number in memory, which character to display on screen?


               STANDARD
               STANDARD
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You can even push further: what if you want to try and decode this Wiki document with a different characters page? -- that is, not the one that was intended for it? What if, without changing the actual numbers that are stored in memory, you wanted tu use "Latin 2" instead of "Latin 1" to view the page? Well you can. All you have to do is save the page as a file on your desktop, then open it with the text editor I recommended earlier (Notepad++).  
You can even push further: what if you want to try and decode this Wiki document with a different characters page? -- that is, not the one that was intended for it? What if, without changing the actual numbers that are stored in memory, you wanted tu use "Latin 2" instead of "Latin 1" to view the page? Well you can. All you have to do is save the page as a file on your desktop, then open it with the text editor I recommended earlier (Notepad++).  


(this section is not finished rewriting)


<span style="color:red;">(this section is not fully rewritten yet)</span>


=== How does it apply to AGS? ===
=== How does it apply to AGS? ===
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::::'''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!
::::'''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.


::::'''Note:''' Don't forget either that some experimental versions of AGS can use 256-characters WFN or SCI fonts. Read further to learn more about that.
* '''The AGS engine (when it uses TTF fonts)''' can display 256 characters. Let's say you typed "é" in the script editor. That's character number 233. In-game, the engine will simply render it with the font character number 233 from your TTF font or your WFN font. If your font has a drawing for that character, and if the drawing is correct, it will display an "é" in-game.


* '''The AGS engine (when it uses WFN or SCI fonts)''' can display only 128 characters.
== CONCLUSION ==
 
::::'''Note:''' Don't forget that some experimental versions of AGS can use 256-characters WFN or SCI fonts. Read further to learn more about that.


* '''The AGS engine (when it uses TTF fonts)''' can display 256 characters. Let's say you typed "é" in the script editor. That's character number 233. In-game, the engine will simply render it with the font character number 233 from your TTF font. If your TTF font has a drawing for that character, and if the drawing is correct, it will display an "é" in-game.
In AGS, using fonts depends only on your '''needs'''. Your needs will decide of your '''process''' and which '''tools''' you should use.


== CONCLUSION ==
* In doubt, always restart your read from section "define your needs".
* If possible, have the courtesy to make your game support the basic Western-Europe characters set.
* 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.
* 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.


Let's recap: the main strategies regarding fonts in an AGS game are:
Thanks for reading!
* 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:
: - 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).
: OR
: - Create it by rendering a TTF font into bitmap (see section "how can I make fonts?")


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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