iT2D 1.4 Beta 2 - Text Object font size error
by Rob Evans · in iTorque 2D · 06/23/2010 (4:41 pm) · 2 replies
Build: 1.4 Beta 2
Platform: Windows XP, OS X 10.6.3, Simulator, iPhone
Target: iTGB, Stand Alone (iTorque2DGame.app), and On Device
Description:
Errm so i thought i was actually going insane. Just as in the TGB tutorial i dragged>dropped the text object in and typed in my text. Every time it came out garlbed (like blocky/pixelated). I tried adjusting every option available to me in iTGB - nothing.
So i was just writing this post and i though i'd open up the iPhoneLocationExample project since i remembered there was text there. There was - it looked pretty. So i dragged and dropped a new text object in and typed something in - garbled. I mirrored the settings of one of the tutorial text objects - still garbled. I opend up the t2d level file and did a line by line comparison of the 2 text objects. Culprit? The new text object had a "fontSizes" set to 10. The others were set to 64.
There is no setting anywhere in iTGB (unless im blind) that in any way relates to this. Im quite surprised someone managed to miss something as obvious. From the start i figured the error looked as though the font was way too small and was being stretched. Turns out i was right.
Steps to Repeat:
1. Open iTGB with any project
2. Drag a text object onto the canvas
3. Add some text
Suggested Fix: Add an option to specify font size (atm it's just line size which does nothing but make it bigger by scaling the text - not resizing it)
Platform: Windows XP, OS X 10.6.3, Simulator, iPhone
Target: iTGB, Stand Alone (iTorque2DGame.app), and On Device
Description:
Errm so i thought i was actually going insane. Just as in the TGB tutorial i dragged>dropped the text object in and typed in my text. Every time it came out garlbed (like blocky/pixelated). I tried adjusting every option available to me in iTGB - nothing.
So i was just writing this post and i though i'd open up the iPhoneLocationExample project since i remembered there was text there. There was - it looked pretty. So i dragged and dropped a new text object in and typed something in - garbled. I mirrored the settings of one of the tutorial text objects - still garbled. I opend up the t2d level file and did a line by line comparison of the 2 text objects. Culprit? The new text object had a "fontSizes" set to 10. The others were set to 64.
There is no setting anywhere in iTGB (unless im blind) that in any way relates to this. Im quite surprised someone managed to miss something as obvious. From the start i figured the error looked as though the font was way too small and was being stretched. Turns out i was right.
Steps to Repeat:
1. Open iTGB with any project
2. Drag a text object onto the canvas
3. Add some text
Suggested Fix: Add an option to specify font size (atm it's just line size which does nothing but make it bigger by scaling the text - not resizing it)
#2
Yet another annoying thing you just have to remember to get TGB to work :-)
GG don't seem to realize that everybody puts their camera size and design resolution to the res of their game and still cling to the option to work at arbitrary camera units.
06/25/2010 (6:35 am)
If you set your camera size to 100 x 75 (or 75 x 100 for a portrait orientation game) and then create your text it will look good. Then you can resize your camera back up to correct res and scale up the font and it will still look good.Yet another annoying thing you just have to remember to get TGB to work :-)
GG don't seem to realize that everybody puts their camera size and design resolution to the res of their game and still cling to the option to work at arbitrary camera units.
Torque Owner Seb Grinke
http://www.torquepowered.com/community/forums/viewthread/115773