Hot bitch teaser
Displaying 1-5 of 5 total.
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andy
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http://verge-rpg.com/~tsb/gfx/v27newfonts.png
A few more kinks to work out, and I want to implement tabs, so that things can be made to line up, but it's almost done.
Kudos to JL for devising the font format, and writing the TTF-FNT converter.
"Ignorance is its own reward" -- Proverb
Posted on 2001-09-27 21:27:23
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ashground
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Any chance we'll see an option to turn the anti-aliasing off? It would look funny for some fonts running at 320x240 otherwise...
Posted on 2001-09-28 00:30:49
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Devon
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...I hadn't put even as much effort as I did into a variable width AA font system for V2. ;)
Will backwards compatibility with the old 16-bit FNT format remain? (Or at least a new FNTMAK that writes the 32bpp format) As easy as TTF-to-FNT would be, most of my fonts are based upon TTFs, but heavily modified, and some are actually sets of small icons, so I could really use the support.
-Devon
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Square's making money.
We're making art.
Posted on 2001-09-28 09:14:32
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andy
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All the old stuff works exactly as it did beforehand; no functionality was removed. font.width and font.height now return the width/height of the widest/highest character in the font, so formatting stuff will work. (although, as you've probably noticed, it's a little generous with variable width fonts)
font.StringWidth(somestring) is also added, which will return the width of the string, in pixels.
"Ignorance is its own reward" -- Proverb
Posted on 2001-09-28 09:31:44
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andy
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They're still bitmap fonts, the only real difference is that they're 32bpp, (with all the happy alpha stuff) and they're variable-width. AA is up to the converter. ^_~
"Ignorance is its own reward" -- Proverb
Posted on 2001-09-28 09:33:44
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