Talk:How come the font is 8x8 pixels instead of 10x10?

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Kizul Emeraldfire: To clarify: it just seems like it would fit a little better, considering that all the tiles and things are 20x20 tiles, which I usually split into quarters to emulate the NES/Super NES's 16x16 tiles that are actually made up of four 8x8 tiles. A 10x10 pixel font would fit better in a 320x10 pixel spot than an 8x8 pixel font would.

The Mad Cacti: What a coincidence! After seeing the awesome screenshots posted on CP with a scripted 2-colour font, and because of Bug #707, I yesterday rewrote text handling in an hour to support multiple fonts, with arbitrary dimensions and palette size. Just need to polish and test it.

However, using anything other than 8x8 font would likely break all existing builtin menus! This means you will need to supply a default 8x8 font. But I think it would be possible to use bigger fonts in textboxes. If menus are rewritten to use slices, they might also become more flexible.

Of course, the real work is in the other things need to happen before we can actually USE arbitrary fonts:

  • Change the format for all graphics files, including fonts. Related to Plan for 256 color sprites. Enormous amount of work!
  • Allow command sequences in strings to change the font, colour, etc. Luckily Mike already did most of this a couple years ago! It was reverted because we were about to release.
  • Rewrite the textbox format and editor to insert command sequences, text of unlimited length, and sane word wrapping. I started on this, got bored.

Kizul Emeraldfire: AWESOME! :D In the game that I'm making right now, I'm currently just using a ton of strings so that I can have a two-color font. It would be nice if I could halve the amount of strings I'm using and have the font be multi-color itself, but the 10×10 font would be even more useful, since 8×8 looks kinda tiny in comparison to everything else. ^^'

Bob the Hamster: Hey, TMC, that sounds great! Are any parts of it ready to check in?

The Mad Cacti: Wow, that took me way too long, I've been pretty distracted lately. In the end I rewrote it a few times because I wasn't happy with my implementation.