Fonts: Difference between revisions
→Making bitmap fonts based off a TTF font
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=== Making bitmap fonts based off a TTF font === | === Making bitmap fonts based off a TTF font === | ||
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. | |||
'''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. | |||
You can see the awkwardess here: | You can see the awkwardess here: | ||
* 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? | * 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? | ||
* 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. | * 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. | ||
There are a handful of exceptions though : | |||
'''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. | * 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. | * 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. | ||
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That tools was not designed for AGS but it might be a nice alternative to manipulate sprites tables generated from TTF fonts. | That tools was not designed for AGS but it might be a nice alternative to manipulate sprites tables generated from TTF fonts. | ||
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. | ||
=== How to create a 128-characters font from scratch? === | === How to create a 128-characters font from scratch? === |