Also, as in the previous version, I've added a few symbol characters- even a few that weren't in the original. And that's not the end of it- I've extended this even further with Cyrillic and Greek letters as well, and may eventually get around to also adding katakana (which were included in Yasui's version). However, this font differs from Yasui's in a very significant way: it includes the entire Latin Extended A block of Unicode, allowing this font to be used in a variety of European languages. No, I'm not the first to have ported this font to TrueType, even with lowercase Genshichi Yasui did a number of wonderful 8-bit font conversions, including the Return of Ishtar font. More specifically, it's based on the character set from Return of Ishtar, one of the first Namco games to include and make use of a full lowercase font. This font is based on the fonts from a number of classic Namco arcade games, as immortalized in the Namco '70s-'80s Arcade Videogames Font Museum. NEW! 12 June 2011: It's been almost ten whole years since the original version of Press Start came out (it's been that long?), and I thought that it was worth a complete revamp. Use our Font Previewer to test-drive the fonts before you download them!Ĭheck out codeman38's other fonts on FontStruct! Señor Saturno | Kongtext | Yoster Island | PC Paint Collectionīitmap Font Writer Collection | Collaborations with others If you’re sticking to ASCII or a small extension of it, Hiero has ASCII and NeHe buttons to fill the text field with those common smaller character sets, and you can copy that text into a String you pass to setFixedWidthGlyphs().Return of Ganon | DeluxeFont | DPComic | Lunchtime Doubly So The catch is, you need to list every glyph in the font that needs to have the same width, and this can be a significant hassle for large fonts. There’s an existing BitmapFont#setFixedWidthGlyphs(CharSequence) method, which solves all this for the chars you have in the given CharSequence (usually a String). This also can cause issues with the width of that char being smaller, and that makes multiple lines of text unaligned with each other. The initial blank space at left before narrow chars such as | won’t be shown by default, and the narrow char will “cling” to just after the previous char, without the intended blank space. Fixed-Width Fontsįonts that need to be displayed with the same width for every glyph present a special problem. Note that such text won’t be occluded by objects in front of it, as SpriteBatch draws with constant z, but it would not be hard to fix that with a custom shader, that would set the appropriate ‘z’ from an uniform. While libGDX does not support placing text in 3D space directly, it is still possible to do so relatively easily. (Uses FreeTypeFontGenerator) Fonts in 3D space Gdx-smart-font - unofficial libGDX addon for automatically generating and caching bitmap fonts based on screen size. Generator = new FreeTypeFontGenerator((“data/russkij.ttf”)) īitmapFont cyrillicFont = generator.generateFont(parameter) ĭistance field fonts - useful for scaling/rotating fonts without ugly artifacts Parameter.characters = FreeTypeFontGenerator.DEFAULT_CHARS Other ToolsįreeTypeFontGenerator - generating bitmaps for fonts instead of supplying a pre-rendered bitmap made by utilities like Hiero Examples (more)įreeTypeFontGenerator generator = new FreeTypeFontGenerator((“data/unbom.ttf”)) įreeTypeFontParameter parameter = new FreeTypeFontParameter() īitmapFont koreanFont = generator.generateFont(parameter) Littera - online bitmap font generator, with a great amount of customizations (needs Adobe Flash). Glyph Designer - a commercial bitmap font tool with a wide variety of options for shadows, gradients, stroke, etc. There’s a great tutorial for using it with libgdx. ShoeBox - lets you load customized glyphs from an image, and then create a bitmap font from them. Hiero - a utility for converting a system font to a bitmap Glyph Designer - Details about output, include a binary format. References point to bmFont being originally created by Andreas Jönsson over at AngelCodeīMFont - the original specification for the file format. This blog post has details about the changes and also a small example showing how to move from pre 1.5.6 code to the new API.Ī tutorial on using BitmapFont is available on File format specifications for the font file Each glyph in the font has a corresponding TextureRegion.īitmapFont was refactored for the libGDX 1.5.6 release. LibGDX makes use of bitmap files (pngs) to render fonts.
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