Distributing Fonts with Game?

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12 comments, last by Will F 18 years, 10 months ago
Hi, I have a problem.. How do i do to publish a game on internet with its own GDI font? Does this font need to be installed on the user system? For example I´m using : Txt.CreateFnt( FI_FUTURA, "Futura", 18); void CText::CreateFnt( int id, char *name, int size ) { LOGFONT lf; memset(&lf, 0, sizeof(LOGFONT)); lf.lfHeight = size; strcpy(lf.lfFaceName, name); Font = CreateFontIndirect( &lf ); } This works because i have the futura font installed in my system. Do i really need to install the font, or there´s a way to create it loading directly from my games´s directory (without installing it on windows\fonts) THANKS. [Edited by - Washu on June 13, 2005 9:16:52 PM]
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Quote:Original post by googa
I´m sorry, i am probably the first guy in history that forgot to put the thread name. A good sugestion could be "Problem displaying Text" Ambiguos huh?


[edit] Well the kind Mr. Washu fixed it for you, but in the future, what follows applies [/edit]

Actually you are not the first, nor will you be the last [wink]. Just click on the Edit icon on your original post, or click here and you can enter in a better title. Make sure you hit "Make Modifications" as well to make the changes [smile].

As for your question, you should be able to put the font in the same directory as your application and it should work. Try it out, remove the fton from your Fonts folder and only put it in the directory with the app. If it works, then you are done. If not, you will need to maek your program look for the font in the same path as the app is ran from, or just have the user copy it to the font folder. Have a few people try it out if possible on seperate computers. Good luck!
Quote:Original post by Drew_Benton
[edit] Well the kind Mr. Washu fixed it for you, but in the future, what follows applies [/edit]

Wow, that must be the first time i've ever been described as kind... hrm, what bad thing did you do today?
Quote:As for your question, you should be able to put the font in the same directory as your application and it should work. Try it out, remove the fton from your Fonts folder and only put it in the directory with the app. If it works, then you are done. If not, you will need to maek your program look for the font in the same path as the app is ran from, or just have the user copy it to the font folder. Have a few people try it out if possible on seperate computers. Good luck!

Be careful of licensing issues however. The font may be copyright some user, and distributing it may not be an option without consent from the author.

In time the project grows, the ignorance of its devs it shows, with many a convoluted function, it plunges into deep compunction, the price of failure is high, Washu's mirth is nigh.

Fonts can cost thousands of dollars for an unlimited usage. Be careful.
What about using Times new Roman (included with windows) Any Copyright Problems?
My game is for non commercial use..

And what about the other windows fonts?
What about an Addictive FREE Turn-Based Puzzle/Strategy Game, with a Growing Community Available to Play right now?<a href="http://www.wonderquest.co.nr"><( ) -Hurrahh!/a> <a href="http://www.wonderquest.co.nr"><( ) -Yes!/a> <a href="http://www.wonderquest.co.nr"><( ) -Ai Caramba!/a>
Although I can't speak about distributing Times New Roman with your game, you can probably assume that every system will have it installed.
You can't distribute it with your game. You'd have to obtain a license. Even the free web fonts Microsoft released a while ago were only free for personal use, not redistribution.
linux has some free fonts if you check them out (most decent fonts are covered).
if you can't find them pm me and I'll send you a huge archive of them.
Quote:Original post by Genjix
linux has some free fonts if you check them out (most decent fonts are covered).


Font licensing is a pretty complex issue (which I won't pretend to be an expert about). But my understanding is that using gpl licensed fonts in a document may make the document a derived work of the font and therefore, subject to the GPL.

How a "document" is defined, i'm not sure. At the very least this would force you to make any screenshots you release of the game GPL'd.

This may (or may not, i'm not a lawyer) also mean that if you are drawing a GPL font to the screen, you are technically creating a derived work of the font, meaning the whole program must be GPL'd.

You can avoid this problem by only using GPL fonts that use the experimental font-exception clause.

Sorry to be a stick in the mud, but I thought i'd point this out for anyone who cares about IP issues. Chances are using them won't come back to bite you, but you never know.

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