Spritfont Question/Request

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  • I know I've asked this previously, to no avail, but thought I'd ask again in case anyone else has run into the same problem...

    Is there any way to alter the Spritefont image and character set once the program is running... Not sure why these actions have been left out of this object, but given that I not only want to support multiple languages per font (these are styled fonts of my own creation), but also different styles of font in general (also of my own creation), not having these seemingly simple (given that they appear to exist on every other graphics based object...) actions seems a bit silly, unless there's some technical reason for their ommission...

    Traditional fonts are 100% out of the question as they all look garbage at the pixel resolution I'm targeting... a given character must fit within an 8x8 pixel tile, with an empty column on the right side, and empty row along the bottom, making the character actually 7x7 pixels...

    Thanks in advance, although in the past this usually ends up with the advice of "use normal fonts" or "have a crapload of spritefonts already set up for each language and variation within the layout"... neither of which are helpful options I'm afraid...

  • "have a crapload of spritefonts already set up for each language" - this may be the best solution. You can't just replace an image in a spritefont, because different languages have different number of letters in the alphabet, and will require different settings for character spacing.

    So I suggest setting up a separate sprite font for each language, then adding all these spritefonts to a family. Use the family in all events.

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  • You can't just replace an image in a spritefont, because different languages have different number of letters in the alphabet, and will require different settings for character spacing.

    This is why I also wanted a "Set Character Set" action, as obviously you'd need to update that to match the newly imported spritefont image

    ...I guess I'll just have to focus on English alphabet and Katakana font variants for now... as its not just about representing those languages, but also having differently styled fonts for each...

    It just seems odd to me that these features are missing from an image based object... and if not a simple oversight, then is it a technical reason for their absence?

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