+karri Posted November 28, 2012 Share Posted November 28, 2012 The Lynx font is currently 8 by 8 monospace. For RGP's with more text a better font might be good. Any comments on his one? 1 Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted November 28, 2012 Share Posted November 28, 2012 I think it would be really usefull, anything that can be added like that provides flexibility and speeds up development! Quote Link to comment Share on other sites More sharing options...
obschan Posted November 28, 2012 Share Posted November 28, 2012 I have never been keen of the 8*8 monospaced, proportional will look way better. Quote Link to comment Share on other sites More sharing options...
LX.NET Posted November 28, 2012 Share Posted November 28, 2012 Is there a possibility to add resource of some sort that allows a dev to create and link his own font file and indicate the resolution (if necessary)? That way we di not have to create our own tgi if we want a different font. Quote Link to comment Share on other sites More sharing options...
Shawn Jefferson Posted December 4, 2012 Share Posted December 4, 2012 A custom lynx library would be great. TGI is a cross platform library, not well suited to hardcore game development (IMO). Quote Link to comment Share on other sites More sharing options...
+karri Posted December 22, 2012 Author Share Posted December 22, 2012 I pushed my first relative font into bitbucket https://bitbucket.org/karri/haiku Here is a small screenshot of it. You only need the file haiku.s from the repository to use it. 1 Quote Link to comment Share on other sites More sharing options...
+karri Posted December 24, 2012 Author Share Posted December 24, 2012 I played around with fonts a little more. Here is an Atari style font https://bitbucket.org/karri/atari And a screenshot: For this you can grab the file atari.s from the repository. The call is tgi_atarixy(int x, int y, char *msg) 2 Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted December 25, 2012 Share Posted December 25, 2012 Awesome stuff!!! Merry XMAS =) Will check this out ove the next few days. Recovering from a terrible virus atm =/ Quote Link to comment Share on other sites More sharing options...
+karri Posted December 26, 2012 Author Share Posted December 26, 2012 (edited) I just committed an Arial font into https://bitbucket.org/karri/arial It is prettier but uses more pixels. As usually you just need arial.s from the repository to use it. As the size of characters are no longer multiples of 8 you cannot use color index 0 for printing characters as you can with the standard font. So just use tgi_color(COLOR_DARKBROWN) to get the results shown here. Edited December 26, 2012 by karri Quote Link to comment Share on other sites More sharing options...
LX.NET Posted January 3, 2013 Share Posted January 3, 2013 (edited) Very useful as always. I think it is very valuable to have just a single .s file for resources. Can your sp65.exe tool also works with .bmp files? Are pcx and bmp significantly different? I have also created a new font with a second one on the way, but it is using the "old way" with the sprpck.exe tool. I'll refactor it using your new tool and also create .s files. I'll ask the maker of the fonts if it is OK to upload them. BTW, there is no tgi_getbgcolor function, but that might be a nice addition to the lynx lib. Edited January 3, 2013 by LX.NET Quote Link to comment Share on other sites More sharing options...
LX.NET Posted January 3, 2013 Share Posted January 3, 2013 As the size of characters are no longer multiples of 8 you cannot use color index 0 for printing characters as you can with the standard font. So just use tgi_color(COLOR_DARKBROWN) to get the results shown here. Curious to hear and understand why this is the case? You are using literal 1-bit pixel data. How does the multiples of 8 relate to the color index 0? Quote Link to comment Share on other sites More sharing options...
+karri Posted January 3, 2013 Author Share Posted January 3, 2013 The literal pixels will always paint the background for every pixel until the end of the byte. If the background is not transparent you end up having a lot of strange areas painted to the right of the character. Quote Link to comment Share on other sites More sharing options...
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