Fonts
Displaying 1-9 of 9 total.
1
| RageCage 
  
 | 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 
  
 | 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 
  
 | 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 
  
 | Magenta - color rgb(255,0,255) 
		
		
				
		Posted on 2004-03-11 20:03:05			
	 
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| RageCage 
  
 | is alpha ignored for all filetypes? 
		
		
				
		Posted on 2004-03-12 01:42:51			
	 
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| mcgrue 
  
 | 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 
  
 | 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 
  
 | 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 
  
 | 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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