Fonts: Difference between revisions

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636 bytes removed ,  18 July 2017
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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.
 
::::'''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.


== CONCLUSION ==
== CONCLUSION ==
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