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Archives / Re: Custom pixel fonts?
« on: June 23, 2011, 05:05:07 am »The challenge is that you'd need to provide some kind of information to the system about how to interpret your "font" - at at minimum, it needs to know what characters it has and in some way, how to reach each of those characters.
Right. What if, in keeping with the idea that this feature would be for custom, simple, artist's fonts, the spritesheet has a predetermined arrangement that you'd have to follow when creating the image you would upload for your font. For instance, each row has 10 characters and, in any given custom font, "a" will be in the same slot, "?" will be in the same slot, etc., with maybe a few extra slots that correspond to seldom-used characters for custom symbols (think the way a graphic of the "A" button is often used in dialogue in Zelda games). Using the same or similar math that divides normal actors' spritesheets up in Stencyl, any given custom font would work at any size 'cause the total sheet could be divided by the number of characters in the standard row to find the width of the font's characters.
So yeah, creators have to conform to a certain arrangement and selection of characters when creating the font spritesheet, but, in return, get complete customization and creative control over their font.
I'll talk to one of the devs and see if we can do this for 1.5.
Awesome, thanks.