Questions about custom fonts...

DrGlickertDrGlickert Member Posts: 1,135
edited November -1 in Working with GS (Mac)
I've watched TSB's tutorial about custom fonts...

But what I don't fully understand is the actual pictures that need to go into GS to get the desired effect...

My question is more about the actual .png files that need to go into GS to create the effect.

I plan to release my game for the iPhone first, iPad soon after. So when making custom font pictures (I'm using Inkscape) I figure I'll just do a text box, type the number '4' (for instance). Then crop around it, save as a .png, import to GS.

1. Does the picture need to be twice the size to account for Resolution Independence for the iPhone?
2. How large does the font need to be when making the .png files? 12 pt font and stretch it larger? 36 pt font and shrink it down?
3. What should the dimensions of the number .png files be?

Thanks everyone!

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    For resolution indepence they should be double the side, and a even number

    And for making the numbers, you can make them whatver size font you want. Just remeber if its something like a score with custom fonts that will be changing the image often all the numbers ahve to be on the same canvas size when you crop, or else they will stretch and thin out when they change.

    So say you have a image of the number 4 thats 50x 50 already croped to the max, and then a image of the number 1 thats 29x29. You should place the number 1 image on a 50x50 canvas and ceneter it.

    cheers
  • DrGlickertDrGlickert Member Posts: 1,135
    Thanks for your responses.

    Another question;

    How should I create the background on my images? I'd like to have a background on my game that changes. So is it best to create a 'status bar' or something that houses the score and lives or can I create something with a 'transparent' background so it blends in well with the custom made backgrounds (they will be random so they will change).
  • MotherHooseMotherHoose Member Posts: 2,456
    you can Inspector...Scene Layers (+) click Enter on the new layer and call it HUD (heads-up-display)
    to display information.. (status bar) click that the √ box and so the HUD is not scrollable... cause if your bg scroll you will always want the HUD stuff to show... always make sure the HUD layer is topmost in the scene (shows above everything)

    you can trigger the HUD to show with a small button on the top/bottom of the screen... this would usually just change the Y position... the content actors...
    see:
    Firemaplegames' game with HUD
    HUD triggers with the briefcase icon...

    MH
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