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AppGameKit Classic Chat / Bitmap Fonts?

Author
Message
Yodaman Jer
User Banned
Posted: 2nd Jan 2016 18:31
What do you guys use to generate Bitmap fonts for AGK2? I'm trying to find an easy method of doing this. I could use Gimp to truly customize the look of my text but that would take far, far too long! Any guidance would be appreciated

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=PRoF=
21
Years of Service
User Offline
Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 2nd Jan 2016 19:49
I use the Bitmap Font Creator I wrote a while back now. It has one or two bugs which have been found through the years and is long overdue an update, but it does for what I need it to >Link<

Yodaman Jer
User Banned
Posted: 3rd Jan 2016 02:42
Is that compatible with AGK2? I tried using it but it generates the wrong dimensions, it should 16 across and 6 down and I can't find a way to do that in the BMFC. Can you tell me how to do it since you wrote it?

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Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 3rd Jan 2016 03:05 Edited at: 3rd Jan 2016 03:08
it should create a description file with it what agk understand.
example:
tahoma48.png
tahoma48 subimages.txt

this subimages file contains char index x y w h each row
65:304:104:31:52
AGK (Steam) V2.0.16 : Windows 10 Pro 64 Bit : AMD (15.30.1025) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Yodaman Jer
User Banned
Posted: 3rd Jan 2016 03:41
Oooooh that's what I was doing wrong! For some reason it wasn't saving the subimages file, so I double-checked that I had the "Extra Data" box checked, and now it works like a charm!

Thanks Markus!

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Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 3rd Jan 2016 11:47
@Yodaman Jer
thanks goto =PRoF=, it his great tool for the community.
AGK (Steam) V2.0.16 : Windows 10 Pro 64 Bit : AMD (15.30.1025) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Yodaman Jer
User Banned
Posted: 5th Jan 2016 05:44
Indeed! But you helped me figure out what I was doing wrong so thanks also go to you! Accept the beer! Or tea, if that's what floats your boat!

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=PRoF=
21
Years of Service
User Offline
Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 5th Jan 2016 18:57
Hi guys, Sorry for totally not noticing anyone had replied to this post.

Thanks Markus for steering Yodaman Jer in the right direction

Glad you like the app Yodaman Jer, and sorry again for not noticing that anyone had replied to this.
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 6th Jan 2016 01:32
Staying on topic, can anyone give me a rough guide, visual if possible, how the subimage.txt references the characters in the font image? I've started working on some custom, high resolution, font's but I have no idea how to put the text file together so AppGameKit can grab the correct characters and use them.

Thanks!
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 6th Jan 2016 09:59
@JLMoondog: http://www.appgamekit.com/documentation/Reference/Text/SetTextFontImage.htm has some detail about what characters are used in the accompanying subimages.txt file. I think they are set up just like a regular atlas texture (so format is imageName(the character number between 32 and 127):X:Y:Width:Height).



V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 6th Jan 2016 10:54
its also possible to make 0-255 images in one and use the same image for 0-127 and 128-255 extended font.
AGK (Steam) V2.0.16 : Windows 10 Pro 64 Bit : AMD (15.30.1025) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)

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