CLEANER LOOKING FONT - RECOMMENDATIONS?
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I really don't like the way the default font is rendered in VX Ace. It looks really jagged and bad due to the way it's bitmapped, especially when playing in a larger windowed mode or fullscreen.
Therefore, does anyone have any recommendations for a crisp, clean font? I've tried changing it to the standard fonts like arial, tahoma, verdana, etc but it still looks jagged and can't get the clean look I am going for.
Just wondering if anyone can recommend a clean, readable font that looks good. Doesn't have to be anything fancy. Thanks. :)
Therefore, does anyone have any recommendations for a crisp, clean font? I've tried changing it to the standard fonts like arial, tahoma, verdana, etc but it still looks jagged and can't get the clean look I am going for.
Just wondering if anyone can recommend a clean, readable font that looks good. Doesn't have to be anything fancy. Thanks. :)
I don't know what it is about changing the font of VX Ace, but I've noticed I have more luck with mono-space fonts.
A common one I'll use is "DejaVu Sans Mono" at 11 point, and it looks great (so long as you take care of the whole foreign-square glitch that comes with custom fonts).
A common one I'll use is "DejaVu Sans Mono" at 11 point, and it looks great (so long as you take care of the whole foreign-square glitch that comes with custom fonts).
A surefire way of displaying fonts in a crisp manner is to use a pixel font.
Unless your game's tone would make it clash with the aestethics.
Unless your game's tone would make it clash with the aestethics.
author=Gredge109
A common one I'll use is "DejaVu Sans Mono" at 11 point, and it looks great (so long as you take care of the whole foreign-square glitch that comes with custom fonts).
Thanks, just downloaded it. Will give it a go!
author=Mirak
A surefire way of displaying fonts in a crisp manner is to use a pixel font.
Unless your game's tone would make it clash with the aestethics.
Hmm... any examples of pixel based fonts I could check out? Sounds interesting.
LockeZ

I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Your statements contradict each-other. Pixel fonts are the cause of jaggedness. Do you want less jaggedness or do you want it to look cleaner?

Here's a comparison of Arial rendered as a pixel font on the left, and Arial rendered as an anti-aliased font on the right. Below each one I've zoomed into it for detail.
The style on the right is how RPG Maker renders fonts unless you use a pixel font. It eliminates the jaggedness via anti-aliasing, creating a much smoother look at the expense of using more colors.
The style on the left uses only a single color, creating beautiful simplicity at the expence of making very noticably jagged corners.
Which version is it that you're trying to get? 99.99% of the time you want the style of font rendering to match the style of your graphics. The blending on the right looks best in games that use anti-aliasing in their graphics, but looks very out of place when your game uses pixel art graphics.
(inb4 someone asks how the fuck I rendered Arial as a pixel font)

Here's a comparison of Arial rendered as a pixel font on the left, and Arial rendered as an anti-aliased font on the right. Below each one I've zoomed into it for detail.
The style on the right is how RPG Maker renders fonts unless you use a pixel font. It eliminates the jaggedness via anti-aliasing, creating a much smoother look at the expense of using more colors.
The style on the left uses only a single color, creating beautiful simplicity at the expence of making very noticably jagged corners.
Which version is it that you're trying to get? 99.99% of the time you want the style of font rendering to match the style of your graphics. The blending on the right looks best in games that use anti-aliasing in their graphics, but looks very out of place when your game uses pixel art graphics.
(inb4 someone asks how the fuck I rendered Arial as a pixel font)
Thanks, Mirak. Checking them out.
Thanks too, LockeZ. The game uses pixel art. How would I set it so the font only displays in a single color? Here's the current code:
Font.default_name = "Arial"
Font.default_size = 23
Font.default_outline = false
Is there additional syntax I should use?
Thanks too, LockeZ. The game uses pixel art. How would I set it so the font only displays in a single color? Here's the current code:
Font.default_name = "Arial"
Font.default_size = 23
Font.default_outline = false
Is there additional syntax I should use?
LockeZ

I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
No, in RPG Maker VX Ace the only way to get it to look like that is to use a font that is designed to look like that. Arial isn't, it's designed to be anti-aliased whenever possible. The font-rendering script is one of the hidden uneditable base scripts.
The only way I got Arial to look like that was to use the old Windows XP version of MS Paint instead of RPG Maker. WinXP Paint is a shitty program that is incapable of anti-aliasing and thus renders all fonts as pixel fonts. In theory it's possible to write a script that makes RPG Maker do the same thing, but because the font-rendering code in RPG Maker is hidden and uneditable, the only way to do it would be to completely recode text drawing yourself from scratch. To date, as far as I know, nobody on the internet has cared enough to do this yet. They just use pixel fonts instead.
I personally use the Chrono Trigger font for my noncommercial projects, it acts as a pixel font at size 12 or 24 and as an anti-aliased font at any other size. It and a lot of other old game fonts can be downloaded at http://www.thealmightyguru.com/GameFonts/GFD-FontList.html
The only way I got Arial to look like that was to use the old Windows XP version of MS Paint instead of RPG Maker. WinXP Paint is a shitty program that is incapable of anti-aliasing and thus renders all fonts as pixel fonts. In theory it's possible to write a script that makes RPG Maker do the same thing, but because the font-rendering code in RPG Maker is hidden and uneditable, the only way to do it would be to completely recode text drawing yourself from scratch. To date, as far as I know, nobody on the internet has cared enough to do this yet. They just use pixel fonts instead.
I personally use the Chrono Trigger font for my noncommercial projects, it acts as a pixel font at size 12 or 24 and as an anti-aliased font at any other size. It and a lot of other old game fonts can be downloaded at http://www.thealmightyguru.com/GameFonts/GFD-FontList.html
Very interesting, thanks for the info! I will check out that chrono trigger font too and see how it looks.
Overall, it seems the general consensus is that I need a pixel font and you said it works as 12 or 24 size, so should do the trick. I'll see how it looks in the game.
Thanks again everyone!
Overall, it seems the general consensus is that I need a pixel font and you said it works as 12 or 24 size, so should do the trick. I'll see how it looks in the game.
Thanks again everyone!
I just use a bitmap font script allowing you to make your own letters in an image file. More easier to control and aren't fixed to certain sizes.
LockeZ

I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
A bitmap font script is one of the best options if you are mostly using default game systems or are coding your own scripts. If you're using lots of custom battle systems and custom menu systems that were coded by other people, then they'll often all ignore the bitmap font script.
Using a font that is designed not to anti-alias will get around this problem. The fonts Mirak linked to should all work at almost any size. Most fonts at the game font database only work at a specific size and at multiples of that size.
Using a font that is designed not to anti-alias will get around this problem. The fonts Mirak linked to should all work at almost any size. Most fonts at the game font database only work at a specific size and at multiples of that size.
author=LockeZ
A bitmap font script is one of the best options if you are mostly using default game systems or are coding your own scripts. If you're using lots of custom battle systems and custom menu systems that were coded by other people, then they'll often all ignore the bitmap font script.
Using a font that is designed not to anti-alias will get around this problem. The fonts Mirak linked to should all work at almost any size. Most fonts at the game font database only work at a specific size and at multiples of that size.
Should be good on compatibility, as I'm not using any custom scripts by other people except 1 to adjust the screen size. There is no combat, it's an adventure game with story emphasis so haven't needed any major scripts yet thankfully. Been in dev for months now, and although I considered adding combat at one point, I don't feel it's needed in this game. The main mechanic is puzzle solving as you progress through the story.
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