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Found 2 results

  1. Hi everyone. I wanted to see if there was a good tool for creating bitmap fonts for games. One that can get an image created in Photoshop or Illustrator of a custom stylized font character set and create a sprite based bitmap font. I've used Shoebox for a long time, but it hasn't been updated for a few years and it's made in Adobe Air. Is there a more modern and better alternative that doesn't rely on Adobe Air? I've seen other tools that takes windows fonts and let's you create limited styling on them, but that's not what I'm looking for. Any help would be appreciated.
  2. Hi, Disclaimer: haven't used bitmap fonts int phaser 1.x I just wanted to switch my normal text objects in my game fallingBlocks to bitmap fonts, here are my observations: a ) all characters must be the same width, this produces bad kerning (since "w" and "m" are often much wider than all other characters) b ) for each text displayed a font object and an image is needed, both need to be put into variables, because one is used to switch out the displayed text, and the other one to position it and make it visible / invisible. Proposed solutions: For issue a I would love to have an characterWidth array that should be passed to the bitmapFont constructor. if a character is present as a key in this array, then the value in the array is used for the width of this character. all other characters have the default width. Example: this.highScoreText = this.game.add.bitmapFont('font', 21, 24, MY_FONT_SET, 10, 1, 1, {'W': 25, 'M': 25, '!': 15}); That would be awesome. (From what I see this could be integrated into the code without too many problems. Creating the phaser frames would have to take it into account, and of course the 'printing'-routine too). For issue b: I am not sure, but the font object could come with a default image, like so: font.image.x = 100; font.image.y = 150; font.image.visible = true; (The you would only need another image variable, if you want to display the same text(font) two times.) Thanks for reading
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