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AppGameKit Classic Chat / Problem with Arial and subimages.txt

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Rich Dersheimer
AGK Developer
15
Years of Service
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Joined: 1st Jul 2009
Location: Inside the box
Posted: 7th Dec 2014 19:58
In AppGameKit, I can use the Arial.png custom bitmap font image that comes with AppGameKit, and it does not need a custom subimages text file.

When I try the same thing with AGK2, it won't work correctly.

Is this a bug?

Is it a change in how AppGameKit works?

Is there a subimages text file available for Arial.png?

How about Avenir.png? I want to use that one too.

paulrobson
10
Years of Service
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Joined: 22nd Nov 2014
Location: Norfolk, England
Posted: 8th Dec 2014 11:25
I think the font format has changed a bit. I don't know if the old style works any more.

I wrote a (free as in free beer) O/S program that converts the output of programs like BmGlyph or if you like littera http://kvazars.com/littera/ which is the same idea except it produces a different format file ; what this script does is to convert these files (.fnt/.png) into a font that works with AGK2 https://bitbucket.org/agkdev/fnt2agk

Incidentally an interesting thing is that AGK2 doesn't colour the fonts ; it tints them. This means you can use gradient, colour effects and so on, and get similar but different looking fonts out by tinting them.
=PRoF=
22
Years of Service
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 8th Dec 2014 13:32
Font's from my Bitmap Font Creator work ok with both versions of AppGameKit, but they all use the subimages text file.

As for Avenir, You might want to try >Atlas Image Data Generator<, It's intended for sprite sheets but it will work with bitmap fonts just as well.

Rich Dersheimer
AGK Developer
15
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Inside the box
Posted: 9th Dec 2014 06:01 Edited at: 9th Dec 2014 06:53
Thanks for the responses. My problem is that I'm updating a program I wrote in AppGameKit v1, and I need the Ariel font to match the stuff I've already designed. I want to use the original bitmap, with the same subimages.txt data was built-in to AppGameKit version 1.

EDIT: @=Prof= I've recreated the Ariel font with BMFC, and it looks very close to the original AppGameKit Ariel.png, but (and I think I've mentioned this before) BMFC puts way too much extra space between characters, in the subimages.txt data. Did you ever fix this? As it is, I can adjust the spacing on every text object individually, but it is tedious.
=PRoF=
22
Years of Service
User Offline
Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 9th Dec 2014 10:06
@Rich Dersheimer:
Sadly not, I do have a re-write/update of BMFC planned at some point in the future, but I don't know when exactly as I am concentrating all my efforts on AppGameKit at the moment.

I always use fonts straight out of BMFC without any editing. You can set the text spacing from inside of AppGameKit (SetTextSpacing() works with a negative number, and can 100% correct any extra spacing issues)

And if you don't want to alter the text spacing, I don't think AIDG suffers from the same extra spacing issue, so if you use that to generate the extra data for the Ariel font you might find it quicker and easier than editing the text file yourself

Rich Dersheimer
AGK Developer
15
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Inside the box
Posted: 9th Dec 2014 11:19
Thanks =PRoF=, I'll check that out.

I think a SetDefaultTextSpacing() would be a good addition for AGK2, as well.

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