custom font

ultimaultima Member, PRO Posts: 1,207
edited November -1 in Working with GS (Mac)
hey guys, was wondering if anyone has problem with custom font using constrain image. so far i've only found templates that constrains image to numerical values, meaning we can only use custom font for numbers and not roman characters/alphabet?

has anyone successfully used constrain image or another workaround to display custom font (not just custom numbers)

Comments

  • RedlerTechRedlerTech Member Posts: 1,583
    The only thing I can think of is giving each of the letters a numeric value. a = 1, b = 2, z = 26.

    Can you explain how you will use this? I would like to try & create it, but I can't really see how it will be useful. If users find it useful then I will add it into my Endless Custom Font System

    Regards,
    Matt
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Well you can use a text attribute and do the same thing as far as constraining an actor to a.png or b.png etc… It would be the same technique at the numbers.
  • ultimaultima Member, PRO Posts: 1,207
    yes that's what i did and it seems like only number is working, will check again to see if i'm missing something here.

    ya it's not so useful as in everyday necessity, that's why i haven't came across it until now... for example i check the keyboard template and all of the custom font template for the purposes input for entering the name of player.. i must be doing something wrong, since i don't see why "example"..game.number..".png" will work when game.letter..".png" won't.
  • ultimaultima Member, PRO Posts: 1,207
    hum, ok, i got, custom font works fine with letters, not sure why it wasn't working before. all i did was re-code it and it works.. this keeps on happening.
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