• 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.

Archived

This topic is now archived and is closed to further replies.

Aprosenf

GBA Font Question

4 posts in this topic

What''s the best way for using a font for the GBA such that you can print any text anywhere on the screen at any time? I know how you can do it in modes 3-5 (because you can just copy the data into memory). Is there any way to do it using a tiled mode? I thought about using a background for it, but then all of the text on the screen at once has to be printed aligned with an 8-pixel grid. Also, if I created 96 separate sprites for each character from '' '' to ''~'' (and the character after ''~''), then I would only have 32 left to work with. Does anyone have any ideas?
0

Share this post


Link to post
Share on other sites
Well, you could use each letter as a tile on one of the BGs as you said, it''s not too much trouble, unless you really need more freedom. If you do then as you said again your other option is to us sprites. What I''ve found is that sometimes a game will put whole words on a sprite/tile like ''the'' and ''to'' and ''score'' and other words that are frequent or consistent from frame to frame, so that way with tiled text your letters can fit together as you please, and with sprite text you cut down on the number of sprites you''re using.

------------
- outRider -
0

Share this post


Link to post
Share on other sites
If a letter appears twice you use 2 OBJs in OAM for it, but have them both reference the same bitmap data for the letter.

------------
- outRider -
0

Share this post


Link to post
Share on other sites
Hmm... Can you use overlap with the tiles? Otherwise I''d think that you might get some irregular spacing with letters like "l" or "i". I suppose you''ll use 8x4 tiles or something along those lines? Or is there a means to use irregular sized sprites?

Charles Galyon
0

Share this post


Link to post
Share on other sites