Fonts
Displaying 1-9 of 9 total.
1
RageCage
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I've started making my game in V3 and quite quickly, I realized I was going to need to make my own font... what is the setup for the font image and it looks like V3 will just take a png as a font... is that true? but once again, how am I to set up the image?
Posted on 2004-03-11 02:17:00
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Overkill
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First, set the maximum of size of your characters (7x9 is standard in VERGE) and then have a 1 pixel padding to seperate each character. The font can be a gif, png, jpeg (not reccommended), or pcx, as far as I know. There a quite a few demos with fonts included. Check them out if it helps.
Posted on 2004-03-11 03:35:26
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TomT64
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BUT you still have to use FUSCHIA as your transparent color. PNG alpha is ignored.
Posted on 2004-03-11 13:07:48
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vecna
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Magenta - color rgb(255,0,255)
Posted on 2004-03-11 20:03:05
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RageCage
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is alpha ignored for all filetypes?
Posted on 2004-03-12 01:42:51
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mcgrue
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VERGE 3 supports alpha blitting, but does not presently lead alphamaps from formats with them built-in. If you want to have alpha translucency, you need to load two seperate images (the base image and the greyscale alpha mask for it) and alpha-blit them together.
I could be more clear, but I'm about to go to sleep.
Posted on 2004-03-12 03:51:56
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RageCage
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nah I get that, I was wondering about that function earlier actually but I just kinda ignored it. thx yall
Posted on 2004-03-12 13:38:07
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RageCage
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will there be the alpha mask thing for text too? it seems easy enough to implement seeing as you already have it for blitting.
Posted on 2004-03-15 00:27:49
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Interference22
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You could have a command similar to EnableVariableWidth() to enable an alpha mask for a font, like:
EnableAlphaFont(int font, int alphamask)
Posted on 2004-03-16 09:35:52
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