if you want to use custom fonts, for say, score counter, labels, etc, you'll have to use a series of pre-rendered images.
So best practice is, for in game text boxes and labels, just create image files of the text you want and add them to an actor.
For score counters, clocks, or anything with dynamically changing numbers, you'll have have to use a rule that constrains a series of images to the corresponding number. See attached.
in this example, you'll need a series of images. In my case, those images are named s-01.png, s-02.png,...s-09.png. The code simply changes the last number of the image file and then updates the actor with that image. So, if my score counter equals 9, the code will change the image file to s-09.png and so on.
if you want to use custom fonts, for say, score counter, labels, etc, you'll have to use a series of pre-rendered images.
So best practice is, for in game text boxes and labels, just create image files of the text you want and add them to an actor.
For score counters, clocks, or anything with dynamically changing numbers, you'll have have to use a rule that constrains a series of images to the corresponding number. See attached.
in this example, you'll need a series of images. In my case, those images are named s-01.png, s-02.png,...s-09.png. The code simply changes the last number of the image file and then updates the actor with that image. So, if my score counter equals 9, the code will change the image file to s-09.png and so on.
Thank you i know this practice but because prerendering text male me loss a lot of time i would know if is possible to directly insert a font to GS so u can simply input the text in the display text behavior and all is done
Comments
no, not by any official means.
if you want to use custom fonts, for say, score counter, labels, etc, you'll have to use a series of pre-rendered images.
So best practice is, for in game text boxes and labels, just create image files of the text you want and add them to an actor.
For score counters, clocks, or anything with dynamically changing numbers, you'll have have to use a rule that constrains a series of images to the corresponding number. See attached.
in this example, you'll need a series of images. In my case, those images are named s-01.png, s-02.png,...s-09.png. The code simply changes the last number of the image file and then updates the actor with that image. So, if my score counter equals 9, the code will change the image file to s-09.png and so on.
Thank you i know this practice but because prerendering text male me loss a lot of time i would know if is possible to directly insert a font to GS so u can simply input the text in the display text behavior and all is done
No, it's not possible.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
thank you
Sure would be nice if it were that simple that's for sure!
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
submit a feature request if this is an important feature
I have this bug for adding new font options, but it could be expanded to include custom fonts!
http://bugs.gamesalad.com/show_bug.cgi?id=268
so go and vote!
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left