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Newcomers AppGameKit Corner / Extended Fonts

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Sph!nx
15
Years of Service
User Offline
Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 3rd Feb 2015 22:37 Edited at: 4th Feb 2015 18:00
Hello all,

Got fonts with subimages.txt working fine. I've created a extended fonts image with an additional *.txt. It seems to work, but whenever I tried to make a text with extended characters, the wrong characters are showing up. Sometimes even additional characters.

I've also used the default font, to see if it was a problem with the new font, but the exact same thing happened.

Any help is much appreciated. Thanks!


Edit: Solved!

I could not found the sollution on this forum, so I did a search on the Steam (AGK) Boards.

Quote: "PaulTGC:
In the IDE if you set the character encoding in Document -> Set Encoding -> West European to Windows 1252 it should work with extended ASCII characters. I will look at supporting UTF-8 with device fonts in future to see if this is possible. "


Regards Sph!nx
paulrobson
9
Years of Service
User Offline
Joined: 22nd Nov 2014
Location: Norfolk, England
Posted: 7th Feb 2015 12:06
There's at least two ways of doing it in the system ; I wrote a couple of scriptable versions - one converts .fnt, one works on raw .ttf - that use Python to create them (https://github.com/agkdev), and there is a program called BitmapFontCreator (aka BMFC) which does the same thing via a GUI ; have a look at the AppGameKit Community Toolkit in the main AppGameKit forum.
Sph!nx
15
Years of Service
User Offline
Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 8th Feb 2015 15:41
Thanks Paul,

I know how to make bitmap fonts (images and *.txt). That was not the problem. For some reason it did not work, but I got that fixed now. Check the edit in the first post.

Regards Sph!nx

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