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Bitmapped Fonts





I'm adding bitmapped fonts for the next version. I'll be needing it for my follow-up game to Ruby Wolf. This will make it easier to have text at the tiny resolutions I liked making Ruby Wolf at. Notice how I hand drew this font to have thickness to many of the letters and to be easier to read at such small resolutions.

All of the previous variable width, wrapping, effects (outline, drop shadow, etc.), coloring, and anti alias hinting (in the bitmapped font it is simply brightness, look closely and you can see gray pixels in places) will work with these bitmapped fonts. It will also drastically reduce the size of the 2XG file if you started from scratch and used one of these.

Simply draw the characters like above with 32 characters per row and with 8 rows. This makes 256 characters. The engine automatically calculates and records what each character size was. Thus, the size setting of the system graphic under project settings will be ignored. This will be really handy when you want to make a faithful recreation font of a classic SNES game to ensure pixel-pixel appearance.

Of course, the obvious downfall is the lack of language support. I don't plan on writing the follow-up game in another language, though. Also, because you would want all the usual fixings of rendering and style, it wouldn't perform that much faster despite the optimizations I released earlier.

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Spanish please! áéíóúüñÁÉÍÓÚÜÑ¿¡
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I love pixel fonts more than TrueTypes and OpenTypes. I just don't like or care about vector graphics at the moment, maybe. On RM I often end up making a TTF that looks like a pixel font xD.

So I love this.
I actually implemented this successfully with all my work shown over Twitch (I was bored and streamed myself working to my Garry's Mod server). The example font above is a little wonky, but a little touchup is easy.

Importantly,

If your computer's native language is set to Spanish and you pixel out the charset as it should be, RPG20XX records this fact and it has a portable self-contained method for displaying the language correctly regardless of end machine. This feature was why my program was getting locale in the first place (recall the error on Windows XP I had already fixed and published).

If you go to help->about and you see ?? next to the version number with some additional numbers, let me know. If ?? shows up under the about dialog instead of a two letter language code, this feature is not guaranteed to work if the game is played on a different native language machine. It'll work perfectly if distributed to other machines that have the same native language.
Do you think you could reupload the sample picture?
There we go, I uploaded the one from LandTraveller too. Using either throws RPG20XX into compact mode. Most of the menus should work but some might have quirky glitches. Compact mode is whenever your font is 8 pixels or less tall.
This is great. I would have never figured out that format. Ill be experimenting with bitmap fonts. Ill let you know if I find any bugs
When it's this, its ASCII. There's a lot of blank spaces where you can put more funny symbols in.
author=WolfCoder
When it's this, its ASCII. There's a lot of blank spaces where you can put more funny symbols in.

Oooo, I'll have to look that up. It may be a bit redundant with an icon option, but the ability to add extra symbols into the bitmap font is super intriguing.

EDIT: I ran the nano bitmap font you provided and loved it. Until I tried to see what it looked like in text boxes.



I don't think it's recognizing spaces? Flat strings of random characters work just fine, but whenever there's a space bar present, nothing makes sense. That first line of text, each word was separated by four space bar hits, and yet it gives that erratic pattern. Using one space between words just returns a mess of smooshed characters.

Under project settings, the text size is set to 8 pixels.

EDIT: Switching back to the standard font I had the same issue.
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