Sprite Font Generator - v3

Discussion of tools and resources for game developers

Post » Thu Aug 08, 2013 4:28 pm

This should be:
1.- a Sticky
2.- Bundled in the releases
@Ashley
@Kyatric
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Post » Fri Aug 09, 2013 9:02 am

Awesome, it works properly now. Thanks for fixing that!

Also @California, agreed, a sticky thread it is.
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Post » Fri Aug 09, 2013 4:26 pm


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Post » Wed Aug 14, 2013 4:31 am

@blackhornet sometimes the resulting png is 256x2048 - would it be possible to generate a better ratio? like 512x512
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Post » Wed Aug 14, 2013 5:10 am

The trick is the math has to work. The SpiteFont plugin reads a row then drops to the next row. There can't be much space left on the right, or the plugin will try to draw it. So my algorithm has to optimize for the width first, then the height. That's the down side of optimizing for power-of-two.
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Post » Wed Aug 14, 2013 12:21 pm

I made a Sprite Font Tutorial that links to this thread.
https://www.scirra.com/tutorials/629/sprite-fonts-the-how-what-when-where

One thing I noticed, I had fonts made up that use different Character sets, and when I was importing them, since they weren't in the editor anymore, I had to open Construct2's image editor to see what characters to type in the "Character Set."
Could they be added to the text file?

edit: That would make sharing them in the forums easier tooParadox2013-08-14 21:17:50
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Post » Wed Aug 14, 2013 10:17 pm

@blackhornet the % is not part of the standard text string. I only just found that out. It would be really useful if we could add our own character sets and that your app remembered them for next time, i.e., select from drop down
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Post » Fri Aug 16, 2013 2:15 am

v1.10 released.
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Post » Fri Aug 16, 2013 5:52 am

@blackhornet, thanks but why didn't you include the % sign?
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Post » Fri Aug 16, 2013 7:07 am

v1.11 released.
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