display text FAIL!
text display has always been a problem for me because they are either extremely blurry or they have a black stroke around them (for white text)... yet i rarely hear anyone talking about it? is there a way to work around that without resorting to swapping out letters with image individually?
i've never had to use display text as it is inside the game until now, and it's quite frustrating.
and if swapping out letters are the only way, what are your solutions to a string of letters without store them character by character in the table cell by cell.
i've never had to use display text as it is inside the game until now, and it's quite frustrating.
and if swapping out letters are the only way, what are your solutions to a string of letters without store them character by character in the table cell by cell.
Comments
Sorry, I personally can't think of any other workaround than the one you suggested...
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""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
"they are either extremely blurry or they have a black stroke around them"
Yes, the text handling in Gamesalad is woeful, no control over leading, kerning, baseline shift . . . etc . . . . basically no control at all other than which characters are displayed, but the appalling psudo-anti-aliasing ("extremely blurry or they have a black stroke around them ") puts the icing on the cake !
I absolutely agree with Gyroscope here, the text is unusable for any professional application. I would go as far to say that Gamesalad's text handling is perhaps the worst I have seen in any modern application.
"personally the function can be extremely useful, but for now i only use it to debug "
+1
Agreed, it's very useful as a tool for testing stuff, beyond that you risk making your project look amateurish by using it in the actual game.
"Yeah, having nice fonts that stay sharp on retina screens would be good."
Staying sharp on any screen would be good ! 8-X
iPad - GS Viewer
I think GS should really have a way to import the fonts, that will be a lot better!
P.S. anyone here use fontographer?
and the ability to not be able to import font,, i think that's a big time waster for a lot of people... i'm very very pleased that GS included 2 version of helvetica, but there's only 1 weight for every single typeface.... which makes it pointless to have 2 helvetica or even have Helvetica Neue if 1 weight is all we get... that's like giving as a porsche with 1 cylinder.. what?
@Rob2 thank you, yes i noticed that in one of my adhoc build though it's still a bit blurry.. i wish it was crisp sharp on retina display too..
@calvin9403i use fontlab studio .. same company why?
I used fontographer *years* ago! For interest, if you every come across an old rub-down lettering catalog by the name of Mecanorma (they were like Letraset) you'll find one of my fonts I designed in there: called PlaySchool.
So agree with you, @Tynan that there should be more font control re: leading, etc.
Rob, wow, that's much better than I thought... more than acceptable. I'm sure @ultima will be pleased too! I thought that as the display in Preview was so awful it'd be the same on an iDevice... so I never bothered to try it out to see... big thanks for that. I'm going to start using Display Text with much more confidence now! :-)
Edit: writing as the same time as @ultima ....
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
fontographer will be awesome with custon font
@calvin9403 yes, but i don't use it often, it's really more complex than just designing the font itself, let alone a good design, there are millions or billions of typefaces out there, usually it's sufficient to just find something that's already done. I do use it when I'm giving clients corporate typefaces.
"GS Creator - Mac screenshot . . . . vs . . . iPad - GS Viewer"
Thanks for that ! I thought GS type was so poor that I'd never even tried to proof it on an iOS screen, that's much much better than I would have expected . . . they just need to introduce basic type controls in creator.
"Close inspection.. aghhh..."
Oh.... I'll have to do a test myself I think to put my mind at rest. :-)
Small apology to GS HQ though, seeing as text shown on the iDevice is still much better than in GSC Preview.... not so much gnashing of teeth now! ;-) Still be nice for all the type refinements that we've all be asking for...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
(noted that the available fonts we now have, are hard-coded in the lua engine)
@};- MH
GS has a GUI that is a that is currently written in lua
check out a GS build app's package contents … there is the MacOS unix platform and the lua (luo) engine
and, that lua engine has the fonts defined (last time I looked!)
@};- MH
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
@};- MH
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
If your scene is only 480x320, then even though the graphics can appear high resolution ((if your art supports it), the font will act as if it's on a 480x320 screen. ie: it'll be really blurry. But if you lay out your scene at 960x640, and manually set the camera to be 960x640, the fonts will look much better.
What would be better still, would be if Game Salad will just display the fonts appropriately without us having to do that.
Hi @Hymloe
How does making a scene larger affect the resolution of type created via a Display Text Behaviour? (If that's what you're suggesting...) Sorry, can't understand that one...
Edit just read your post on another thread and see what you mean now with using camera... a good workaround! Only thing is, all other actors will have to be double the size as well surely...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps