Fonts: Difference between revisions

12 bytes added ,  20 July 2017
Line 184: Line 184:
=== 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.
Line 278: Line 280:
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? ===
132

edits