hubowski
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Post by hubowski on Aug 10, 2019 14:14:59 GMT
Hello everyone!
I am currently playing with HuC methods, trying to gain enough understanding of the basic concepts, to be able to write a game.
I am wondering if there is a custom font library somewhere, or maybe a template or a set of guidelines of how to create a font?
I also want to be able to display the font, without the font to have a background itself (on a full size background image which I can now load successfully) - what parameter would I have to pass to set_font_color()? I understand the 2nd parameter is an index color for the background, though I don't know how to include transparency / no color in a pcx file.
Massive thanks in advance for any help!
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Post by cabbage on Aug 11, 2019 3:18:41 GMT
For a custom font, here's an explanation of HuC's load_font() function: archaicpixels.com/Full_Function_List#load_fontText output in HuC uses 8x8 tiles, so there's no way to make it have a transparent background. You would need to use sprites to display text with a transparent background, and HuC doesn't have built-in support for displaying text using sprites.
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hubowski
Deep Blooper
Posts: 15
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Post by hubowski on Aug 11, 2019 10:14:15 GMT
Thanks very much cabbage for great feedback. Most likely I will either have to incorporate the text onto the background, or put some placeholders in the image so it blends well.
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Post by gredler on Aug 11, 2019 17:32:00 GMT
Thanks very much cabbage for great feedback. Most likely I will either have to incorporate the text onto the background, or put some placeholders in the image so it blends well. The black bar ui region is so common because of this, I imagine. Creating a set of tiles using one of the 16 palettes and including it in each "background" tileset would be an option making art for this. That being said, i was under the impression there was a way to reassign a font in HuC. I need to follow up with a programmer, but we are using a simple bitmap font on our project, and henshin/fx unit yuki did too. If you need help creating a bitmap font there are a lot of easy ways, and the HuC 3.99 support for ProMotion NG makes me inclined to say checking the font creation tools in that out. I've had fun making fonts in ProMotion, it's pretty easy.
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Post by spenoza on Aug 11, 2019 18:18:19 GMT
You could hypothetically write some code to generate new tile graphics on the fly by combining tiles, but that might be more computationally intensive or memory intensive than you want to get.
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hubowski
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Post by hubowski on Aug 11, 2019 19:40:28 GMT
If you need help creating a bitmap font there are a lot of easy ways, and the HuC 3.99 support for ProMotion NG makes me inclined to say checking the font creation tools in that out. I've had fun making fonts in ProMotion, it's pretty easy. Thank you gredler, yes - I have been lurking around since the morning and found some example .pcx files with font sets, and have a clear view how to generate a file (I had some trials & errors with ProMotion earlier but left it for the sake of getting more familiar with HuC). Though unless I can have a font without a background, I need to just flatten the background with the text on it.
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hubowski
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Posts: 15
Fave PCE Shooter: Blazing Lazers
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Post by hubowski on Aug 11, 2019 19:42:17 GMT
You could hypothetically write some code to generate new tile graphics on the fly by combining tiles, but that might be more computationally intensive or memory intensive than you want to get. Thanks spenoza - Yes indeed - I was thinking about swapping the tiles that have text on it (and leaving the common parts, as the background images will be reusable), but most likely will just swap the entire background. My game is going to have 15-20 screens in total, so even loading 20 background images should be OK.
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Post by DarkKobold on Aug 13, 2019 21:34:37 GMT
Depending on how you are doing things, you could also have sprites be the background, and the tiles of words be sprites.
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hubowski
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Posts: 15
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Post by hubowski on Aug 18, 2019 12:09:52 GMT
Depending on how you are doing things, you could also have sprites be the background, and the tiles of words be sprites. Thank you. Graphics are being created at the moment, will hopefully be in position to try all the options shortly
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