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  • Desertopa
  • Added: 08/06/2017 04:31 AM
  • Last updated: 01/27/2026 04:25 AM
  • 2125 views

Posts

Pages: 1
Neat! Font is a little hard to discern
Well, on the plus side, since the font is my own fault and not something I got from the artist I commissioned, I'm not irrevocably stuck with it, but I'm not good with fonts and it took me a lot of fiddling with to get something that seemed not-completely-terrible. If you've got any better alternatives to suggest, I can try them out. But my attempts to get the title-writer function to accept a different font without changing the font for the whole game didn't work for some reason I haven't figured out yet, so I was stuck creating the title in another layer and adding it in manually. I'm not totally happy with the shading, but at least it's better than my first try, which you guys are probably better off not seeing.
The font itself is fine, but it's hard to read due to the darker background since it blends in with the colours. Make it a lighter colour and it should stand out a bit more. White is always a good choice.
I tried white, but the shading was harder to get right. It looked too flat without any, but my efforts to add it manually didn't turn out so well.

My first choice was to just incorporate a different font into the title writer function, which would probably have done a better job than I was doing, and I found instructions for incorporating it into the title writer without changing the font for the whole game, but for whatever reason I haven't gotten it to work.

I also tried various shades of gray, but they ended up looking pretty terrible, so I settled on this as the least bad option out of the ones I tried at the time.
Marrend
Guardian of the Description Thread
21806
Got a possible snippet for you.

class Scene_Title < Scene_Base
  def draw_game_title
    @foreground_sprite.bitmap.font.size = 48
    @foreground_sprite.bitmap.font.name = "MagicMedieval"
    rect = Rect.new(0, 0, Graphics.width, Graphics.height / 2)
    @foreground_sprite.bitmap.draw_text(rect, $data_system.game_title, 1)
  end
end

Now, to be fair, the line '@foreground_sprite.bitmap.font.name = "MagicMedieval"' is something I whipped up to test the code's functionality. However, that's where you would set the font, and it shouldn't change anywhere else in the game. As an added layer of precaution, add whatever font you're using in the Fonts directory!

*Edit: As an aside, I think you might be able to set the color of the font via...

@foreground_sprite.bitmap.font.color.set(r,g,b)
Pages: 1