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Font creation code rewritten!


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#21 Shadowrend

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Posted 22 March 2011 - 05:17 PM

Nice. What also would be nice is for you to make the gmk also store the fonts currently used. Therefor, you could share gmk's without the need to give font installations also. I don't know if this exists, but it never worked for me. The only font's that worked, were the default ones.

PS: It would be like totally cool that we could get font effects also :)
PPS: Yeah, I know it's possible trough surfaces, etc, but this way it would be much simpler for everyone.

Edited by Shadowrend, 22 March 2011 - 05:19 PM.

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#22 Dark Matter

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Posted 22 March 2011 - 05:29 PM

Nice. What also would be nice is for you to make the gmk also store the fonts currently used. Therefor, you could share gmk's without the need to give font installations also. I don't know if this exists, but it never worked for me. The only font's that worked, were the default ones.

PS: It would be like totally cool that we could get font effects also :)
PPS: Yeah, I know it's possible trough surfaces, etc, but this way it would be much simpler for everyone.

This would mean you could easily illegally share fonts which would normally have to be purchased.
What kind of font effects do you mean?
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#23 thatshelby

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Posted 22 March 2011 - 05:30 PM

This would mean you could easily illegally share fonts which would normally have to be purchased.



Not exactly... the font can only be used inside the GMK, no where else. Also, what stops someone from making a font-spritesheet of this purchased font? Fonts are among the most easy things to pirate.
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#24 HaRRiKiRi

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Posted 22 March 2011 - 05:31 PM

This would mean you could easily illegally share fonts which would normally have to be purchased.

By that logic you shouldn't be able to store sprites in the gmk either.

What kind of font effects do you mean?

Probably things like outline (which would be awesome).
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#25 Dark Matter

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Posted 22 March 2011 - 05:32 PM


This would mean you could easily illegally share fonts which would normally have to be purchased.



Not exactly... the font can only be used inside the GMK, no where else. Also, what stops someone from making a font-spritesheet of this purchased font? Fonts are among the most easy things to pirate.

It'd be fairly easy to extract the font data, I'd imagine. Yes, I know fonts may be easy to steal anyway, but that's not really the point...
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#26 BlueMoonProductions

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Posted 22 March 2011 - 05:32 PM

Nice. What also would be nice is for you to make the gmk also store the fonts currently used. Therefor, you could share gmk's without the need to give font installations also. I don't know if this exists, but it never worked for me. The only font's that worked, were the default ones.


http://gmc.yoyogames.com/index.php?showtopic=502752&view=findpost&p=3719371
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#27 Dark Matter

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Posted 22 March 2011 - 05:34 PM


Nice. What also would be nice is for you to make the gmk also store the fonts currently used. Therefor, you could share gmk's without the need to give font installations also. I don't know if this exists, but it never worked for me. The only font's that worked, were the default ones.


http://gmc.yoyogames.com/index.php?showtopic=502752&view=findpost&p=3719371

It compiles them into the EXE, but not the GMK, so you can't share files with new fonts.
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#28 YellowAfterlife

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Posted 22 March 2011 - 05:36 PM

Right font AA? Finally. Well done!

Mmm... no doesn't search here.... are they gonna be that big? Do you really need to search them? I'll have a look and see how hard it'll be. Object/event/action searching is a massive pain.. loop inside loop inside loop inside...well.. you get the idea. But I'll look and see...

For that, it would be wise to allow searching in D&D's. And, hopefully, all D&D actions of codebox type.
After all, if you have seen some 'sources' of some Game Maker games, you might have noticed people prefer adding code directly to objects instead of making script's. Perhaps this is just a matter of clicks to be done.
Also, for some reason, events work a little bit faster than scripts (by ~5-7%). I was always wondering why does that happen.
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#29 commander of games

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Posted 22 March 2011 - 05:44 PM

What kind of font effects do you mean?


Outline, glow, etc?

The ability to have a glowing font would be a godsend. I had to go through hell to get the fonts in my current game to work without lagging(Most of them have a glow effect around them, though that is optional on the smaller text). Eventually it boiled down to screenshotting the font in a GM window and pasting it into Photoshop. Unfortunatly I'm still unable to get the characters to align properly.
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#30

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Posted 22 March 2011 - 05:46 PM

Search now works on all paramaters/arguments in D&D events. Will now even pick up arguments to scripts, or if you use a D&D function to set a variable.

No, you can't put fonts into the GMK; that's illegal. Sorry.

We do have a method of doing outlines and dropshadows we wantto use in the future, and while we're one step closer... we aren't there just yet. sorry.

#31 LSnK

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Posted 22 March 2011 - 05:48 PM

Also, for some reason, events work a little bit faster than scripts (by ~5-7%). I was always wondering why does that happen.

I'm always hoping they'll add script_replace() so I can do away with that. Inline script expansion, hell yeah.
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#32 YellowAfterlife

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Posted 22 March 2011 - 06:04 PM

No, you can't put fonts into the GMK; that's illegal. Sorry.

Maybe it could be done to show a small label saying "Font missing:\n(font name)" in a corner of font preview box. That would likely do the trick.

I'm always hoping they'll add script_replace() so I can do away with that. Inline script expansion, hell yeah.

I have once 'implemented' that via a 'special' object with huge number of creation events (ev_create). Obviously, that works slower than normal event calling, but it did a trick for project that I needed it for. You can PM me if you need a gmk of that.

Edited by YellowAfterlife, 22 March 2011 - 06:09 PM.

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#33 Erik Leppen

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Posted 22 March 2011 - 06:13 PM


Now I just hope it also searches in D&D action arguments :snitch:


Mmm... no doesn't search here.... are they gonna be that big? Do you really need to search them? I'll have a look and see how hard it'll be. Object/event/action searching is a massive pain.. loop inside loop inside loop inside...well.. you get the idea. But I'll look and see...

Yes please :P If you want to be complete you should also check D&D action arguments. This is the only way to be sure you have replaced all occasions of a variable name that has e.g. been renamed or removed. And technically those are GML. To give two examples: I quite often use the :GM060: action; and the test expression is GML for sure. Also, because I use :GM070: for scripts that do not have a return value, I often use :GM072: where value is scriptname(arguments).

Also, if you search in action arguments, one automatically searches in the single argument of the :GM071: Comment action. which is useful beause you can then let comments contain certain keywords and search for them if you can't find certain code anymore (one of my common gripes when working with larger games).

So, long story short, if it's possible, please do :unsure:

Oh you have already done this. Okay then, this is even greater!

 
By the way, has font rendering been sped up in the process? Just wondering :)
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#34 LSnK

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Posted 22 March 2011 - 06:30 PM

I have once 'implemented' that via a 'special' object with huge number of creation events (ev_create). Obviously, that works slower than normal event calling, but it did a trick for project that I needed it for. You can PM me if you need a gmk of that.

Nah, I've done something like that as well. It's just that with script-modifying functions I could implement it in the general case, which would make for a nice "magical speed up" extension. :p


Edit:

Better 2D and 3D support with a 24bit ZBuffer and faster rendering.

@Mike: What's faster, specifically?

Edited by LSnK, 22 March 2011 - 07:03 PM.

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#35 gnysek

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Posted 22 March 2011 - 07:04 PM

Back to font - you can display it in GM aligned to grid (in for loop, also it can be aligned as you want), in photoshop it's not possible because every letter have other width (... if you want to enter all letters on another layers and align them manually you can spend one hour for that of course) - that's why I'm using GM. And you can save from surface transparent PNG. It's much, much faster to make this way, so GM is helpful at this point.

Edited by gnysek, 22 March 2011 - 07:30 PM.

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#36 TheMagicNumber

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Posted 22 March 2011 - 07:15 PM

Standard Edition

I hope you aren't hinting at multiple product versions. It's fine with just as Lite and Pro.

Edited by TheMagicNumber, 22 March 2011 - 08:35 PM.

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#37 IceMetalPunk

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Posted 22 March 2011 - 07:24 PM

What kind of font effects do you mean?


Outline, glow, etc?

The ability to have a glowing font would be a godsend. I had to go through hell to get the fonts in my current game to work without lagging(Most of them have a glow effect around them, though that is optional on the smaller text). Eventually it boiled down to screenshotting the font in a GM window and pasting it into Photoshop. Unfortunatly I'm still unable to get the characters to align properly.

Outlines and shadows are easy enough to do with just the drawing functions. Glow, not so much... though if there was an easy way to blur things (i.e. draw blurred text), it would be a piece of cake to make a glow... But really, glow is one of only a small handful of effects that can be applied to text that you can't easily do now.

-IMP ;) :)
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#38 HaRRiKiRi

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Posted 22 March 2011 - 08:01 PM

Outlines and shadows are easy enough to do with just the drawing functions. Glow, not so much... though if there was an easy way to blur things (i.e. draw blurred text), it would be a piece of cake to make a glow... But really, glow is one of only a small handful of effects that can be applied to text that you can't easily do now.

No one says its hard. I can do glow too. The problem is speed. If we had a special drawing function for that then it wouldn't be a problem. Right now it is possible to do anything 2d in GM (which is the reason I use it for all 2d project, be it games or programs) and the only limitation is speed. With surfaces this limitation was pushed far far back, but it stills exists.
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#39 Schyler

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Posted 22 March 2011 - 09:35 PM

Everyone is going to hate me for saying, but please don't add font effects. There are more useful things you could be working on.
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#40 Dark Matter

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Posted 22 March 2011 - 09:36 PM

Just because there are multiple things that'd be good to see, doesn't mean the less important ones (in your opinion) should not be worked on at all.
Outlined text would be useful.
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