How do I make my own bitmap font sheet? [SOLVED]

Started by Knox, Sun 15/09/2013 02:29:39

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Knox

Hi,

I hope this isn't one of those questions that gets asked over and over again (I checked the site without much luck, however I could have missed something).

I have a font right now I use in photoshop that uses a style and drop-shadow, and Im just saving the text I need as sprites and placing them as buttons on my GUI's. I figured I could save sprites (and make it easier to translate later) by just making them text labels with a custom bitmap font.

I'd rather use Photoshop to make my bitmap font, but how do I do this so it works in AGS...? I checked google too but I'm not too sure what the "best way" would be, I really am a noob when it comes to this. Can anyone offer a tutorial or perhaps point me in the right direction?

Thanks in advance guys! :=
--All that is necessary for evil to triumph is for good men to do nothing.


Knox

Thanks for the link Crimson, I tested that already though (pretty cool)...however I was wondering more on how to do it all myself "from scratch" (not a plugin). I found some bitmap grids on the net, gonna try to copy those + continue searching for a tutorial. :cool:
--All that is necessary for evil to triumph is for good men to do nothing.

Crimson Wizard

#3
Well, I think it is possible to script this as a module , but this way you won't be able to make it a "real" AGS font.
Meaning, you won't be able to use this "pseudo-font" with built-in display boxes, speech, etc.

You may script a function that draws a text using bitmap tileset.
You may either import whole font as single big sprite, or as a multiple sprites - one per letter/symbol. In the first case you'll also need an array of coordinates to find letters inside big sprite.

E: I must apologize, I don't have enough time to make a proper AGSScript example right now. But the drawing algorythm should be rather straightforward.
Here, you may use Calin's plugin source as a basic reference:
https://github.com/adventuregamestudio/ags/blob/master/Plugins/AGSSpriteFont/AGSSpriteFont/SpriteFontRenderer.cpp#L83
It's C++, but it looks very similar to AGSScript.

Knox

--All that is necessary for evil to triumph is for good men to do nothing.

Calin Leafshade

Are you talking about drawing them in AGS or just making the font graphic to use in AGS?

Knox

Initially I wanted to create my own font sheet graphic in photoshop without any programs, but SpriteFont does it so well automatically I guess it would be a waste of time doing it manually on my own.
--All that is necessary for evil to triumph is for good men to do nothing.

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