@Edmanbosch Exactly--and we're not talking about something super obscure, either. Just imagine how we normally draw text on a screen in Game Maker:
Code:
draw_set_font(ft_arial);
draw_text(x, y, "Sample text");
Now, imagine you want to create a script that allows you some flexibility in how your text looks. Maybe it would be like this:
Code:
draw_set_font(ft_arial);
draw_text(x, y, "Ready for [font=ft_chiller]Halloween[/font] later this month?");
Might be neat to be able to have a script that mixes in custom accent fonts like that, but it's not possible. Such a script can certainly change the font, but it can't change it back.
The alternative seems obvious at first...
Code:
draw_set_font(ft_arial);
draw_text(x, y, "Ready for [font=ft_chiller]Halloween[font=ft_arial] later this month?");
No hassle? Major hassle. You want to experiment with the game's default font, and suddenly you're hunting through text strings looking for every time you set it "back" to the default.
I've written this very script,
https://forum.yoyogames.com/index.p...timization-the-mother-of-all-textboxes.35901/
And, of course, it suffers from several awkward issues in practical use, all of which should be solved by GameMaker knowing how to know which font it knows.
Anyyyways. It sounds like we're all curious about the roadmap development process, what's in the queue, how to get an idea implemented. The YYG dudes are trying their best to put out
726 little fires, so I'll awkward along for now