Hot bitch teaser
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andy

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

ashground

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

Devon

...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



--- Square's making money. We're making art.

Posted on 2001-09-28 09:14:32

andy

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

andy

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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