I replied to this in your previous post.
There is no support for UTF-8 in AGK. Crazy but true!
I am using Russian text (and many others) in my current project though, so there is a workaround - a horrible one but it works. The trouble is, it only works for displayed text and not input so although you can use the following workaround yourself for displayed fonts, you won't be able to ask for any user input.
What I have done is create a bitmap font for all Russian characters and then treated them as though they are English. Bare with me ....
Put all of your display text in a text file and then you will need to do a search/replace on every character so that the Russian alphabet is 'mapped' to the English alphabet.
For example:
In my project I have this text:
Quote: "HOW TO PLAY
COMPLETE A ROW TO UNLOCK IT.
UNLOCK ALL ROWS TO COMPLETE A LEVEL.
ALL GLYPHS IN A ROW OR COLUMN WILL BE REMOVED WHEN THAT ROW OR COLUMN IS COMPLETED."
Which translates in Russian to this:
Quote: "КАК ПЛАТИТЬ
ЧТОБЫ РАЗБЛОКИРОВАТЬ, ЗАПОЛНИ СТРОКУ
ЧТОБЫ ПРОЙТИ УРОВЕНЬ, РАЗБЛОКИРУЙ ВСЕ СТРОКИ.
СТРОКА И СТОЛБЕЦ БУДУТ УДАЛЕНЫ, КОГДА ВСЕ СИМВОЛЫ БУДУТ ЗАПОЛНЕНЫ."
But to get it to display correctly in AppGameKit, I convert the Russian text to this:
Quote: "KAK pdATNT?
yTO?| PAfbdOKNPOBAT}, fApOdHN CTPOKY
yTOb| pPOnTN YPOBEH}, PAfbdOKNPYn BCE CTPOKN.
CTPOKA N CTOdbEU bYDYT YDAdEH|, KOGDA BCE CNMBOd| bYDYT fApOdHEH|."
So now when AppGameKit tries to display a
D it reads the bitmap font file and see that as a
Д.
It is a horrible way to work but it gets the job done (for display text only) but it is, as far as I can tell, the only way to get Russian text to display in AppGameKit until TGC get around to supporting UTF-8.
AGK V2 user - Tier 1 (mostly)