Game Development Community

Font Confusion on iPhone

by Scott Wilson-Billing · in iTorque 2D · 02/12/2010 (4:28 pm) · 4 replies

Hi,

I'm struggling with non-standard fonts. I have a font that works fine on the Mac in TGBgame but doesn't show up on the iPhone.

In common/data/fonts I have a (ansi) utf version of the font and I am using 1.3.1.

Where else should I be looking?

Cheers

#1
02/16/2010 (3:25 am)
does the font end up in the bundle, with the rest of the game data ? it needs to, in order to be found.
#2
02/16/2010 (11:01 am)
I have the same problem. The fonts ends up in the bundle, with the rest of the xcode data, in the resources/common/fonts directory, but it does not appear in the iphone. I have try with diferent fonts, but any of them appear in the iphone.

#3
02/16/2010 (7:22 pm)
Okay, I got this working by searching my Mac (thanks Spotlight) for UTF fonts and eventually found some others in other Torque locations that were Arial and 32 points. I dropped one of these into my common/data/fonts directory and it is now working.

So, my question is ... what about the fonts that get generated by TGB automatically into common/data/fonts? I thought these mapped to the fonts specified in the game?
#4
02/16/2010 (7:25 pm)
And this is what worked for me ... it might help Raquel? Also, a gotcha in the early days for me - when I got nothing to show - was that I spelt Arial wrong as Ariel :)

displayAndFadeMessageBoardText(%this, %text, %position, %time, %fontSize) {

%textObject = new t2dTextObject() {
scenegraph = %this;
layer = "4";
canSaveDynamicFields = "1";
Position = %position;
//size = %size;
BlendIgnoreTextureAlpha = "0";
text = %text;
font = "Arial";
wordWrap = "0";
hideOverflow = "0";
textAlign = "Middle";
lineHeight = %fontSize;
aspectRatio = "1";
lineSpacing = "0";
characterSpacing = "0";
autoSize = "1";
fontSizes = %fontSize;
textColor = "1 1 1 1";
filter = "1";
integerPrecision = "1";
noUnicode = "0";
hideOverlap = "0";
};