I wanna add Japanesse fonts to my game like Katakana.
I have thinked of draw every sprite of japanesse font and use the funciton of "font_add_sprite"
but i see the ANSII get the first 26 chars normally, and the Katakana use of 46 chars.
It's just, how it's a easy way of add Japanesse...
Hello there. I live in turkey. I am working on a project to understand GML. I learned that Turkish characters are not supported in fonts."İ,Ş,Ö,Ü,Ğ,Ç,ı,ş,ö,ü,ğ,".is there a way to add these characters? Thank you in advance.
I have been using GMS2 for a month now and while working on it I accidentally hit a key that increased the font size; after searching the Internet I found it was the F7 and F8 keys to change the font size.
My problem is that each time the project starts it starts at the larger font size so I...
Hello everyone! I am trying to add language support to my Framework for others to use and I bumped in a characters range issue.
I plan to add cyrillic, japanese and chinese from Noto Sans Fonts.
For cyrillic I added the range 1025 to 1105.
For japanese I added 12352 to 12543 for hiragana and...
Hi all, I'm not the developer itself, but the publisher.
One of my client is using GMS2 in Japanese, and he is experiencing weird display issue.
It seems it depends on the font types, but it looks like this.
It says "カウンターアタック", but IDE displays them in random font size.
Also, I have a...
I want to include em dashes in my strings, and not have them return as the default "▯." For example: str = "The quick brown fox — who was very quick indeed — jumped over the lazy dog.";
returns as "The quick brown fox ▯ who was very quick indeed ▯ jumped over the lazy dog."
I already tried...
is there anybody else who remarked partial display errors within the GMS2-interface?
I updated a newer version of Game Maker Studio 2 one day. Since then something
like that (see the image) happens, any time I click on a part within my object ressources.
When I shut down GMS2 and...
My game on Steam, Shisensho Solitaire, has a built-in Leaderboard that pulls data from Steam Leaderboards.
My problem is that players with names in Japanese or Chinese don't show up on my leaderboard, presumably because I don't have the fonts for them. I'm currently using a Verdana font.
So I downloaded a font from Google and created a font resource:
How do I proceed then? Do I need to do font_add()? Do I need to do some code with font functions...
7 clean pixel fonts for retro styled games.
All of these fonts are TrueType Fonts and the font outlines in the preview images are just for visualization.
If text is being dynamically generated and drawn to some confined space, there seems to be two ways to deal with sizing the font correctly:
1. use draw_text_transformed to draw a scaled version of the string, after string_width_ext and _string_height_ext so that you can compare it to the...
I installed a font to use it in game maker studio 2 it like this
i tried it in notepad
but in GameMaker Studio 2 it like this
When character is stocked with other character it will be correct (like font characters)
But when the character alone it will be wrong
If i used "arabic-support"...
I have a sprite font.
global.spritefont_black = font_add_sprite( ... );
I need to change the colour of that, but it's a sprite so there is no way to change it instead of creating new sprite for your coloured font.
What should I do? Transform my sprite font into default font? If so...
I am having an issue with font sizes. People say that they can't barely read the text on my game. I am at 1980 x 1080 resolution and all is fine.
Should I scale the GUI Layer? What is the best course of action?
Thanks in advance,
So above is a picture of a sprite that contains a very small font. My game is at 1920x1080 resolution and my monitor matches that as well. My problem is that when I draw this font to the screen (using the draw gui event), the font only appears clearly depending on where my mouse coords are (I am...
I'm new to GMS2 and have started working through the tutorials on YoYo Games' YouTube channel, and I'm having some issues with fonts, namely that rendering a multiline string in the way suggested by the video (prepended with '@') results in 3 unicode 9647 (▯) characters being prepended to every...
There seems to be little to no documentation about this subject: in some European languages, there's something called "non breaking space" (dec = 160, uni = U+00A0). At some point in a phrase, there are spaces that shouldn't allow what's after to be on the next line.