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Hi all,
I'm sure this is a common question. Is it possible to chage the generic font that comes imbedded into the Coldstone interface. From an art direction standpoint, this is the bane of all my designs =P. I have these beautiful, chrome-beveled, gradated screens that frame this horrible, dinky, aliased font.
Help.
Thanks in advance.
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Originally posted by severd: Is it possible to chage the generic font that comes imbedded into the Coldstone interface. ... I have these beautiful, chrome-beveled, gradated screens that frame this horrible, dinky, aliased font.
Unfortunately, the answer is no. I feel your pain, as, I'm sure, does anyone else who has created their own Coldstone interface. Sorry to be the bringer of bad news.
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I had another suggestion somewhat related to that, but I'm not very hopeful so I won't waste my time with a demonstration. What I had in mind was to make a feature that takes five animations and groups them into a single animation for a four-digit number used in a game. One would be 10 frames of numbers from 0 to 10 in the way you want them to appear, and the other would be each of the digits moving in the way that you would want them to move.
But like I said, I'm not very hopeful. In my ultimate optimistic dreams for coldstone, I'd want them to add something else.
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If Beenox won't give us an ally system in Coldstone 1.02, I hope they could at least give us multiple fonts and sizes for our text.
*It would also be nice if the different fields you place when making menues were not bound to any specific window. It would also be nice if the user can create new fields (maybe a "+" button in the window editor) that can be defined to show other tag values, like globals. I'd also like a kind of "+" button beside the damage types so you can make new ones. Oh well.
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No fonts no way no how, and if you had thee ability to select fonts for a future version , theere would be absolutely no gaurantee that the computer that you distribute your game to has said font. The only solution to this would be embedding fonts(bitmap) similar to the manner thats used in .PDF files...
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Originally posted by ellrx: No fonts no way no how, and if you had thee ability to select fonts for a future version , theere would be absolutely no gaurantee that the computer that you distribute your game to has said font. The only solution to this would be embedding fonts(bitmap) similar to the manner thats used in .PDF files...
Or you could have a "default" font (Geneva as currently used on Mac, and whatever is currently used on Windows) that is used if the user lacks the font specified. And there are enough fonts (Comic Sans MS, Verdana, Arial, Times, etc) that could be reasonably assumed to be present on user computers that this would still be a good option. Even if you're not swayed by that argument, at the very least, implementing support for different font sizes wouldn't add any compatibility issues.
Originally posted by Glenn: **And there are enough fonts (Comic Sans MS, Verdana, Arial, Times, etc) that could be reasonably assumed to be present on user computers that this would still be a good option.
... compatibility issues.**
Ya know, in today's computer world, I really don't this would be any problem at all. Heck, most commercial games out there have lists of compatibility requirements(must have DirectX X.0, must have this, that, the other thing, must be devoutly religious and have divine favor in order for the game to work correctly, etc).
I wouldn't mind seeing this flexibility added. And if you want to go and change the font to something obscene, then you as the developer have a duty to create a "system requirements" list and mention that in order for your game to work correctly the system needs to have that font installed. Packaging it with your game would be a nice idea too.
But the point being, computers have become so diverse that system requirements have become the norm. Requiring a specific font or something similar isn't going to break the sale of your game, even if it is annoying. Though, not as annoying as trying to locate proprietary system drivers for a windows machine...
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It won't break your game, that's right, it is annoying, that's also right, i feel that it would be best to ***** as a bitmap font in the same manner that the GameBoy system uses such fonts are as small as 8k,this would also be similar to the way that most RealBasic applications carry a pict resource in order to emulate the Platinum appearance under OS 8.
Color(HMTL/Hex color) and sizes would be nice and wouldn't jeopardize compatibility, i'm all for it.
The only time i have an issue with the font is when i'm displaying fonts and i have 'dinky' numbers. Of course if it really means that much to youyou can always master the stamp control action/conditional/globals, but to what avail the result will be slow/strange...
Great buglist, Glenn. I bookmarked it and will check on it often. Thanks.
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