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AppGameKit Classic Chat / Custom Text Font Woes

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anwserman
12
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 4th Jan 2012 16:11
Here me out. I know how to create a custom text font and load it in AppGameKit, but the output in AppGameKit always looks different than I think it should be.

Basically, I have a mock-up GUI in Photoshop that I use as a reference, and try to replicate it in AGK. But I cannot understand how text sizing works with AGK.

For instance, I create a mockup in Photoshop Elements, and the text size of my characters are 12. I generate a font file with Bitmap Font Creator, with the size of 12. I load it into AppGameKit, and display text, and it looks nothing like it should.

So, how does the text sizing work in AppGameKit? Anyone else have this problem, and any solutions for fixing it? If it helps, the fonts I'm trying to use have a variable-width but should have a character height of 16px....

Hi there. My name is Dug. I have just met you, and I love you.
bjadams
AGK Backer
16
Years of Service
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Joined: 29th Mar 2008
Location:
Posted: 4th Jan 2012 17:27
I had the same problem, and it took me quite some time to crack.

Look at the font sub image .TXT file. The last number of each line is the default font size!

32:0:420:25:72
33:13:0:22:72
34:35:0:22:72

In this case the default font size is 72.
anwserman
12
Years of Service
User Offline
Joined: 20th May 2011
Location: Wisconsin
Posted: 5th Jan 2012 10:07
That's incorrect.
The file is split up by...

CharCode:SourceBoxX:SourceBoxY:SourceBoxWidth:SourceBoxHeight

By using these values, AppGameKit can split up a single image into it's separate characters.

Hi there. My name is Dug. I have just met you, and I love you.
bjadams
AGK Backer
16
Years of Service
User Offline
Joined: 29th Mar 2008
Location:
Posted: 5th Jan 2012 10:39
the short version of the story is that i had your same problem, and when i put in a font size of 72 (in my case), it looked exactly how i designed it in photoshop

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