Sprite Font Engine

Post any examples or modules that you want to share here
billv
Posts: 1165
Joined: Tue Aug 31, 2010 3:34 pm
Location: Australia
Contact:

Re: Sprite Font Engine

Post by billv »

tulamide wrote:The properties were not correct, though. Maybe it was on purpose,

Yeh it was..when i loaded i didn't get result...so mucked around about till i did.
Will remove that fsm to avoid any confusion with your original work..
I'll just up the final bitmap when done..
thanks for correcting fsm
tulamide
Posts: 2714
Joined: Sat Jun 21, 2014 2:48 pm
Location: Germany

Re: Sprite Font Engine

Post by tulamide »

Awesome, billv! Thank you very, very much for your work!
"There lies the dog buried" (German saying translated literally)
billv
Posts: 1165
Joined: Tue Aug 31, 2010 3:34 pm
Location: Australia
Contact:

Re: Sprite Font Engine

Post by billv »

tulamide wrote:Thank you very, very much for your work!

Forget it!.. :)
tulamide wrote: (A-Z, a-z, 0-9, the most used special signs, and if possible the german umlauts äÄöÖüÜ).

A-Z is done, a-z, 0-9 and "most used special signs" is do-able.
german umlauts äÄöÖüÜ....havn't looked at this one yet...

Note: Clickteam released a FREE edition of Fusion a while back.
So if I cant finish the german stage, it makes sense that someone else could download
a free edition, and continue the bitmap...
http://www.clickteam.com/clickteam-fusion-2-5-free-edition
billv
Posts: 1165
Joined: Tue Aug 31, 2010 3:34 pm
Location: Australia
Contact:

Re: Sprite Font Engine

Post by billv »

Un-fortunately, i didn't get far...definatly not a "pixel" artist...
My lower case and special char look crap so pointless to continue..
A simple a..z in Capitols is all i could do...may it be usefull somewhere..
testfont_a_z.png
testfont_a_z.png (6.02 KiB) Viewed 23583 times
1x26 A..Z
tulamide
Posts: 2714
Joined: Sat Jun 21, 2014 2:48 pm
Location: Germany

Re: Sprite Font Engine

Post by tulamide »

Thanks for trying to help, billv!

I think I'm gonna take a font from font squirrel and convert it somehow to monospaced bitmaps. It might delay the next version of SFE a bit, but that could actually be a good thing, as it offers me to ask around here if someone knows a solution to this:

Who would have thought that something as easy as deleting a bitmap turns out to be the biggest issue I've ever had? It seems you can't delete a bitmap in green (if I didn't miss something). Once loaded it stays in memory until exiting the app/vst. In Ruby I can easily delete a bitmap, but on the other hand I can't get it to store the bitmap. Would need to use green therefore which brings me back to point 1 :roll:

In order to make the module chainable, I need to delete bitmaps from memory, when chaining is active. Else it doesn't make sense to chain, if all modules additionally keep their once assigned bitmaps. Any thoughts? I could do 2 seperate modules, but that would also mean double the amount of work maintaining and updating the underlying Ruby code. So I would like to avoid that.
"There lies the dog buried" (German saying translated literally)
billv
Posts: 1165
Joined: Tue Aug 31, 2010 3:34 pm
Location: Australia
Contact:

Re: Sprite Font Engine

Post by billv »

tulamide wrote: can't get it to store the bitmap

.remember 3.06 Pebble brought us ....
"New Bitmaps are now stored at Ruby component inputs
and bitmaps stored at outputs are now saved with the schematic"

got to be some sort of trick you can employ to take advantage of this new autosave feature..
tulamide
Posts: 2714
Joined: Sat Jun 21, 2014 2:48 pm
Location: Germany

Re: Sprite Font Engine

Post by tulamide »

New version!

Sprite Font Engine r2

changelog:

    new: line spacing (adds to/subtracts from the minimum line height, in pixels)
    new: interpolation mode "default", the mode that is used by Ruby for scaled drawings (bilinear)
    new: transparency, 0-255, sets the font to somewhere between fully transparent (0) and opaque (255)
    new: added module description
    new: kerning list (currently implemented as an offset from the chars' left position including transparent border), this list needs to have at least as many comma seperated values as there are chars in the font!
    changed: rearranged properties for a better value management
    changed: "interpolation mode" renamed to "interpolation"
    changed: interpolation mode "soft" renamed to "smooth"
    changed: button "load sprite font sheet" renamed to "import"
    changed: "whitespace kerning" renamed to "whitespace"

Download from first post. Remember to report issues and make feature requests.

billv wrote:
tulamide wrote: can't get it to store the bitmap

.remember 3.06 Pebble brought us ....
"New Bitmaps are now stored at Ruby component inputs
and bitmaps stored at outputs are now saved with the schematic"

got to be some sort of trick you can employ to take advantage of this new autosave feature..

I will remember this. Thank you for the reminder. For now, chaining is postponed.
"There lies the dog buried" (German saying translated literally)
tulamide
Posts: 2714
Joined: Sat Jun 21, 2014 2:48 pm
Location: Germany

Re: Sprite Font Engine

Post by tulamide »

A sneak preview of what's coming next...

sneak_preview.png
sneak_preview.png (28.01 KiB) Viewed 23503 times
"There lies the dog buried" (German saying translated literally)
tulamide
Posts: 2714
Joined: Sat Jun 21, 2014 2:48 pm
Location: Germany

Re: Sprite Font Engine

Post by tulamide »

"There lies the dog buried" (German saying translated literally)
Exo
Posts: 426
Joined: Wed Aug 04, 2010 8:58 pm
Location: UK
Contact:

Re: Sprite Font Engine

Post by Exo »

tulamide wrote:Soon...

sneak_preview_2.png


Very nice :)
Flowstone Guru. Blog and download site for Flowstone.
Best VST Plugins. Initial Audio.
Post Reply