E
EmmanuelCamden
Guest
Hey all.
I'm currently working on a card game. As part of this game I'd like to be able to rotate the cards slightly when they're in the player's hand so the card names can always be read without having to mouse over the cards one at a time. The method I'm using at the moment is drawing all the card pieces (card sprite, artwork, pieces of text, etc) to a surface and then drawing that surface, and then rotating the surface if necessary. The problem is that whenever the surface is rotated, any text on the card will look incredibly pixelated, disjointed, and overall rather illegible.
I know many games where text is rotated without looking poor (e.g. Slay the Spire). However, I know that one major weakness of GameMaker in my experience is its text rendering options. Is there a way to rotate text without causing it to have this artifacting? (even if it's just a specific family of fonts or something). I've already tried using draw_text_ext to rotate the text, but it still artifacts in the same way.
I've included a picture of what it looks like for reference.
I'm currently working on a card game. As part of this game I'd like to be able to rotate the cards slightly when they're in the player's hand so the card names can always be read without having to mouse over the cards one at a time. The method I'm using at the moment is drawing all the card pieces (card sprite, artwork, pieces of text, etc) to a surface and then drawing that surface, and then rotating the surface if necessary. The problem is that whenever the surface is rotated, any text on the card will look incredibly pixelated, disjointed, and overall rather illegible.
I know many games where text is rotated without looking poor (e.g. Slay the Spire). However, I know that one major weakness of GameMaker in my experience is its text rendering options. Is there a way to rotate text without causing it to have this artifacting? (even if it's just a specific family of fonts or something). I've already tried using draw_text_ext to rotate the text, but it still artifacts in the same way.
I've included a picture of what it looks like for reference.