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OFFICIAL GMS2 Font Update 2.2.2

Discussion in 'GameMaker Studio 2 Community Tech Support' started by rmanthorp, Jan 30, 2019.

  1. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    214
    Beta IDE Release Notes
    Beta Runtime Release Notes
    Beta Opt-In FAQ
     (How to get on the Beta Channel)

    This topic is for the discussion of issues relating to Font Editor. However, this does not replace our normal bug reporting system and you should report all bugs as normal using https://www.yoyogames.com/bug


    Goal: Send us feedback and sample projects for when things do not work as expected. Any critical font managers we should be considering?

    • Fixed being able to type characters in the Add Range textbox and have the IDE determine the range automatically
    • Changed Freetype from 2.8 to 2.9.1 to fix various issues with specific fonts and how they rendered
    • Added a new Preview window so you can see your generated font inside the font editor
    • Added a new Generate button to refresh a font if it is updated outside GMS2 (also used for refreshing the preview window)
    • Added support for detecting fonts installed to Windows's registry via some third-party applications
    • Added support for not automatically regenerating a font if it comes from a 1.4 project, and you also cannot regenerate a font which is not actually installed - both of which stop unwanted font changes
    • Please note you need to use 2.2.2 IDEs with 2.2.2 runtimes, otherwise, your fonts may not generate as you expected!

    FreeType library update

    • All platforms now use v2.9.1 of FreeType. Fixes incompatibilities with some fonts and should improve the rendering quality of others - requires 2.2.2+ IDE also, otherwise, your font might not look as expected!
     
    K3llyll, immortalx and gnysek like this.
  2. immortalx

    immortalx Member

    Joined:
    Sep 6, 2018
    Posts:
    161
    Font detection seems to work nicely. I installed an OpenType font without closing the IDE and got a popup asking me to refresh the font cache. They are now detected properly in font selection dropdowns. Thanks for the fix!
     
    Nocturne, Amon and Jobo like this.
  3. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    186
    You're welcome - glad all is working fine for you.
     
    immortalx likes this.
  4. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    186
    There is an updated beta release out now, so please update when you can - https://forum.yoyogames.com/index.php?threads/gms2-version-2-2-2-beta-release.58932/ for further info.

    It doesn't contain any specific fixes for font functionality, as (amazingly) none have been reported so far, but it does contain very important stability fixes to stop code editor crashes which might be impacting on your use of the beta version, so we would strongly advise you update.

    If you do have any font issues with this 2.2.2 update, let us know asap, please!
     
    immortalx likes this.
  5. Ali Al - Mosawi

    Ali Al - Mosawi Member

    Joined:
    Jun 20, 2016
    Posts:
    17
    Hi thank you . Its good news about font . I have problem with typing in arabic string its shown as very tiny words , in the future does game maker support typing from right to left nativly. Thank you
     
  6. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    186
    Unfortunately, not. This is something we experimented with way back at the start of GMS2, but were not able to finish off in the IDE or implement in the runner. There are currently no plans to resume this work.
     
    Ali Al - Mosawi likes this.
  7. True Valhalla

    True Valhalla Full-Time Developer GMC Elder

    Joined:
    Jun 20, 2016
    Posts:
    292
    My fonts seem to work perfectly after porting from GMS1 to GMS2. The 2.2.2 beta has addressed many of the font issues I was encountering previously.
     
    rmanthorp likes this.

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