• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Acharis

[C++] Problem with TrueTypeFont size?

5 posts in this topic

I wanted to render simple text (arial font, 16 pixels height). But when I create font via TTF_OpenFont(file, 16); the TTF_RenderText_Solid(font, string, color); renders text that look like around 12 pixels and rather distorted (actually, it does not look like any font size in graphics programs, it looks "broken" as if it was poorly resized). I have double checked the font and downloaded it from various sources, it is the proper "arial.ttf" (358 KB) so it can't be a problem here.

Any ideas where I should look? Something wrong in my code? Broken TTF library? Known bug in SDL?
0

Share this post


Link to post
Share on other sites
Some things that come to mind:

1. Are you calling TTF_Init() prior to using it?
2. Are you actually assigning the font variable with the line TTF_OpenFont(file, 16); ?
3. When rendering, is "string" a c string as oppsed to a std::string? (I guess this would give you a compiler error though)
4. Have you tried any other font to see if it works? Edited by AlanSmithee
0

Share this post


Link to post
Share on other sites
Unless SDL made up their own definition of point size (and has a very misleading documentation), then 16pt does NOT mean a letter will be 16 pixels. Assuming that you are at 72DPI, then 16pt means the distance between two baselines are 16 pixels. For explanatory pictures: http://www.oberonplace.com/dtp/fonts/fontsize.htm

About the broken look, I'd first try different sizes to see if any of them look "right" and then make sure there is nothing going on that would cause any scaling.
0

Share this post


Link to post
Share on other sites
1,2,3 and 4 - yes, it renders as arial, it changes the size when I change the parameter, other fonts render as well, no errors at all.

In short everything is allright except that the final text looks ugly. Example:
[url="http://i46.tinypic.com/1f8w7a.png"]http://i46.tinypic.com/1f8w7a.png[/url] (TTF_Init(); TTF_OpenFont(file, 16); TTF_RenderText_Solid(font, string, color); )
It should look, more or less, like this: [url="http://i46.tinypic.com/5xqxb5.png"]http://i46.tinypic.com/5xqxb5.png[/url]
[i][ignore the black outline in the first image, it was done by rendering the same font 8 times with 1 pixel moved to make a simple outline, it is not related to TTF][/i]

All I need is some normal font (like arial) that is not too big and does not look as if it was badly resized when rendered. Any clue how to achieve this? Edited by Acharis
0

Share this post


Link to post
Share on other sites
HI, ok.

Can I please see all code related to the surface being used as the screen, where you init it with SetVideoMode as well as when you render your text.

Thanks.
0

Share this post


Link to post
Share on other sites
OK, got it. It was a bug in older version of SDL_ttf.dll (2.0.7). Changing DLLs to 2.0.11 fixed the problem (the older compiled version works fine with it, just using the newest dlls without any recompiling is enough).

BTW, do you know where I can dowload SDL_ttf dlls for versions 2.0.10, 2.0.9 or 2.0.8? I would like to check if some versions before 2.0.11 works (also I've read some rumours that 2.0.11 has some problems, so I would like to have a stack of other versions so I can check these in case of further unexpected problems).

Thanks to everyone who tried to help :)
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0