Most (if not all?) of these engines that support vector based font formats (like TTF) are actually rendering it to a bitmap texture for use in the engine. Also for pixel based fonts they're not very appropriate either as you can't control the anti-aliasing, it'll either be all sharp which may or may not be what you want or you'll have to add curves as a naive way to induce AA and will lose the precision/degree of control over its final look. By that I mean if you wanted different colours or highlighting/shading in the glyphs. Vector based fonts are not good if you want differing levels of detail on the actual glyphs themselves. Although honestly, you're probably better off just putting the data into a spreadsheet and telling the programmer to turn it into whatever XML format they need on their end - writing XML by hand is pretty tedious. You could just write it out yourself with a plain text editor (like Notepad - not Word!) if they have something they want specifically. The programmer should have specified what they wanted better. XML is just a way of marking up information using pairs of tags like: X - it's not a full format by itself, but really a way of making up formats in general. Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you. Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
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