I found a method to add custom fonts - does not work IGNORE

adalpilscazaadalpilscaza Member Posts: 44
edited January 2012 in Working with GS (Mac)
I know this isn't technically a question about how to use Gamesalad, but I think it falls into a similar category as it teaches others. I found a somewhat easy way to add custom fonts into Gamesalad using the Display Text behaviour. This means that you can not only display numbers (as was possible previously), but also text. The number system is improved, however, as each digit does not require its own constrain attribute, which can easily reduce framerate. Not only that, but it also is much easier. As far as I am aware, I am the first to discover this method.

However, this is not the most ideal approach. I edited my systems fonts so that when Gamesalad referenced them, a different font would appear. However, I did not delete the fonts; rather, I disabled them so that I wouldn't permanently lose them.

The biggest roadblock for people is to customize the font's properties as you need an expensive program to do so (Fontographer 5 or TypeTool3). I have the program, and I am willing to convert the fonts for people if they desire. The free version exports the font, but adds its own icon on top of the characters which makes them unattractive.

EDIT:

As Tshirtbooth pointed out, the fonts will not be imported on iDevices. Although it works in the simulator, it will not on the devices

Comments

  • adalpilscazaadalpilscaza Member Posts: 44
    I see...after checking out Stencylworks and Corona (prior to this), I see that you can import your own fonts. Does it just add it to the game project?
  • MotherHooseMotherHoose Member Posts: 2,456
    fonts on iOS devices: http://support.apple.com/kb/HT4980

    know Emoji is in there, too!

    @adalpilscaza … please try some from the list and let us know if they show up on your device?

    desperately need MarkerFelt to complete a crossword puzzle game.

    MH
  • adalpilscazaadalpilscaza Member Posts: 44
    Unfortunately, I do not yet have an Apple developers account (as I am waiting until I create a full game to get one) and therefore am unable to test games on my own devices. As Tshirtbooth pointed out, the fonts I added (on my computer) are not installed on iOS. My method references the available font, and since I changed the name of the custom font, it references that font instead. I am not creating new fonts; I am only referencing the available fonts within Gamesalad. Even though MarkerFelt is already installed on iOS devices, Gamesalad does not yet have the ability to reference them.

    If you want to try it yourself, I will have the edited font file for you to download:
    http://www.mediafire.com/?os9crz27rva67zx

    Here is what you must do afterwards:

    1. Open up Font Book
    2. Search for "Baskerville" (this is the font you will be temporarily disabling)
    3. Right click the 'Regular' version, and click Show in Finder
    4. Click and drag the file in Finder onto another location (for backing up)
    5. Right click and delete the Baskerville font from your fonts folder (in Finder). You will have to type in your password. This is why we backed up the file
    6. Double click the downloaded file, and hit Install Font

    Your font is now referenced instead of the original font (at least on the computer). Though doubtful it will work, I am curious to see the outcome.

    If you want to switch the font back to its original:

    1. Open up Font Book
    2. Search for "Baskerville" (the new Baskerville should appear)
    3. Right click the 'Regular' version, and click Show in Finder
    5. Right click and delete the Baskerville font (the new one) from your fonts folder (in Finder). You will have to type in your password
    6. Double click the backed up file, and hit Install Font
  • MotherHooseMotherHoose Member Posts: 2,456
    edited January 2012
    thanx for such lovely detailed instructions, @adalpilscaza!

    have downloaded your file … and will try to check it out as soon as the new build for GS and GS Viewer is released.

    before, the Mac App store, you could build a GS app to test on your desktop …
    tried since, but was daunted by the 1280x800 screenshot request!

    I was so happy to see your work; I tried again! …and you can do it!

    You can test your projects without an Apple developer account.

    these images don't show in the app but you still need them to progress through the GS Publish windows:
    - a 512x512 image/icon (any old thing that is that size and 72dpi)
    - a 1280X800 image/screenshot (again any old thing at 72 dpi)

    in your project …click the orange ⇪ in the toolBar to publish
    click [ Macintosh ]
    click [ Create New Game ]
    drag-in the 512x512 image
    click [ Next ]
    click [ Next ]
    click [ Next ]
    drag-in the 1280x800 image
    click [ Next ]
    scroll down the page
    click [ Publish ]
    click [ Agree and Upload ]
    Choose where you want to download the .app
    Enjoy the fireworks and cheer for you!

    games play in size created (iPhone/iPad); not full screen.

    Enjoy!

    MH
  • adalpilscazaadalpilscaza Member Posts: 44
    @MotherHoose Wow, thanks! I didn't know you could do that. That will be quite useful for testing out some of my apps. The only problem is that it doesn't support multitouch (as it is still on the computer). Anyway, that will be pretty useful for testing purposes.
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