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      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.
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Eamonn Dev Rea

How to generate FNT files on a Mac?

2 posts in this topic

Ok, let me give you a little bit of BackStory:

 

I wanted to make almost 100% cross platform apps. I knew Java. I enjoyed Java. I wanted to use Slick2D for desktop stuff first. I was suggested by someone there to use LibGDX. LibGDX is good and bad. Mostly good, but some things are really hard to understand, as I'll mention later. So, now I'm learning LibGDX, but I need a way of generating .fnt files. I tried using my Windows partition with BMFont, didn't work. Font was messed up. No one on the LibGDX forums understands why and ridicules against me for using a Mac. I've tried using FontBuilder and BMFont using WINE. FontBuilder wont generate .fnt files and BMFont wont let me generate the particular type of font that I want. Hiero wont save any files and crashes every other use. Screenshot of Hiero:

 

TATydJm.jpg

 

No one on the forums will answer me or help me with this issue.

 

The LibGDX engine is the only engine I can find that will do this, and it saddens me that I don't understand it. The only 2 video tutorials that exist are far from helpful. None of the listed LibGDX tutorials help.

 

Also, there's this thing in Java that I don't understand, and thats when you have a data type and another type of data in angel brackets. I have no idea what it does. Here is an example:

 

public class ActorAccessor implements TweenAccessor<Actor>

 

What the heck does that do? Other then make a public class called ActorAccessor that implements the interface that doesn't make sense to me. It's the TweenAccessor<Actor> that I don't understand. I can't find any information on it anywhere. I've searched for days.

 

I also feel like I'm not going to remember how to do stuff in the engine, like the actor accessor. It doesn't make any sense. I think this is due to me not understanding the tutorials. If you're using LibGDX, did you ever have these issues/thoughts/worries/concerns?

 

So basically what I'm asking is how can I generate FNT files in Mac, and how can I get started with LibGDX? I've tried all the listed tutorials on the site and DermetFans tutorials. None make sense at ALL. unsure.png

 

Thanks! Any help is appreciated!

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Also, there's this thing in Java that I don't understand, and thats when you have a data type and another type of data in angel brackets. I have no idea what it does. Here is an example:

 

public class ActorAccessor implements TweenAccessor<Actor>

 

What the heck does that do? Other then make a public class called ActorAccessor that implements the interface that doesn't make sense to me. It's the TweenAccessor<Actor> that I don't understand. I can't find any information on it anywhere. I've searched for days.

 

Thats called generic programming. http://en.wikipedia.org/wiki/Generic_programming for general information and the Oracle Java Generics Tutorial for Java specific stuff.

 

Its a widely used feature on many languages (except for the wildcards, you might want to leave those aside for now).

Edited by TheChubu
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