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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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About ehmdjii

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  1. to get the x position of the next character, one should shift by xadvance.   but should one also add any possible kerning amount?     so:   x_pos_for_next_char = current_x_pox + character.xadvance   or   x_pos_for_next_char = current_x_pos + character.xadvance + kerning   thanks!
  2. Trebuchet MS Bold # AngelCode Bitmap Font Generator configuration file fileVersion=1 # font settings fontName=Trebuchet MS fontFile= charSet=0 fontSize=64 aa=4 scaleH=100 useSmoothing=1 isBold=1 isItalic=0 useUnicode=1 disableBoxChars=1 outputInvalidCharGlyph=0 dontIncludeKerningPairs=0 useHinting=0 renderFromOutline=0 useClearType=1 # character alignment paddingDown=1 paddingUp=1 paddingRight=1 paddingLeft=1 spacingHoriz=1 spacingVert=1 useFixedHeight=0 forceZero=0 # output file outWidth=512 outHeight=512 outBitDepth=32 fontDescFormat=0 fourChnlPacked=1 textureFormat=png textureCompression=0 alphaChnl=2 redChnl=2 greenChnl=2 blueChnl=2 invA=0 invR=0 invG=0 invB=0 # outline outlineThickness=3 # selected chars chars=32-126,160-383,894,1025,1040-1103,1105,8364,119155-119162,917505,917536-917631 # imported icon images
  3. hi, i noticed that certain kerning pairs are duplicate in the fnt file ( no matter the format is txt, xml or binary)   an excerpt:   kerning first=87  second=114 amount=-1   kerning first=87  second=117 amount=-1   kerning first=118 second=46  amount=-7   kerning first=89  second=32  amount=-1   kerning first=89  second=44  amount=-7   kerning first=118 second=46  amount=-7   kerning first=89  second=46  amount=-7   kerning first=89  second=58  amount=-3     notice the pair 118/46   i know this can probably be ignored and is not a big problem, i just wanted to let you know...
  4. yeah, that is what i am doing now and it also works! but it would be more convenient to have it cleaner integrated into the code and have the font data directly in memory without writing to disk.
  5. i see.    well in my specific case BMFont is used as part of an SDK. the developer using this SDK can specify a font to be used with fontname, size, style. and besides preprocessing all possible combinations of these, i wanted a way to dynamically create them.
  6. BMFont has a very nice commandline interface plus config file, where you can achieve everything that can be done via the GUI.   Is it possible to also integrate this functionality in your application? Like loading it as a DLL and calling certain functions that produces the textures and the fnt file just in memory without writing it to disk? with this we could more dynamically create a multitude of fonts. imagine a texteditor, where the user can pick fontface, fontsize, fontstyle, ...
  7. hi, i use DX11 to bring my game into an exclusive fullscreen mode.   i want to handle the events, when the fullscreen mode is interrupted by the OS. like when alt+tab is pressed, or ctrl+alt+del.   is there an event on the Window or the WindowHandle where i can subscribe to?
  8. I am using SharpDX to play Sound via XAudio2 and got problems looping an xWMA file on a certain range. the values LoopBegin and LoopLength seem to be completely ignored when using xWMA files; it always loops the entire soundfile. However on WAV files these values work like expected. i was already reading http://msdn.microsoft.com/en-us/library/windows...er%28v=vs.85%29.aspx but i believe i have met all criteria with the values to PlayBegin, PlayLength, LoopBegin, LoopLength etc. anything specific about xwma data that i am missing here? i am using this function to set the values in samples since all my files have 44100KhZ   static int MilliSecondsToSamples(double millis) { return (int) (44100.0 * millis / 1000.0); }
  9. cool thanks, btw, did you ever consider making bmfont open source? this way others can contribute features.
  10.  yeah the crash seems fixed. thanks a lot for that! (i have corrected the link of my otf, but its not relevant anymore.)   thanks for the explanation of the additional font file.   that brings me to a feature request: i would like to specify a font which i have not installed, AND in addition specify another font from where missing glyphs in the first font file should be taken from.   for example that one font i uploaded has only the basic glyphs a-Z, 0-9,  so in order to also show cyrlilic text, it should use glyphs from Arial Unicode MS (which seems to contain almost every glyph).
  11. ok thanks! this is a font that triggers the problem:   http://www.dafont.com/fontdinerdotcom-lou.font   i then converted this to OTF using a windows build of fontforge. which i uploaded here: http://www.deviantsart.com/upload/38n3995.otf   if you select all possible glyphs and then export, it crashes.     btw, i have a question about the meaning of the additional font file that can be specified. is it A) one that should be used to fill missing glyps for the one that is selected in the box above or  B) one where all glyphs should be taken from   thanks!
  12. hi, i am looking for a good way to render fonts. so far i have used BMFont by Angelcode, but it has problems with my source font.   requirements: 1. my source fonts are in OTF format. 2. kerning 3. wide range of characters (certain whitespaces must be supported. i.e. the correct width has to be reported)     do you know of any other possibilities to render fonts in DX11?
  13. in the font settings dialog i specify a font in OTF format and then select it in the font dropdown dialog box.   afterwards when clicking on save bitmap as or save configurations as it crashes   version 1.14 beta my os is win7 64 bit   i am not sure how i can provide you with any more information.
  14. from a hardware point of view, how does vsync work?   is it the monitor telling the graphics card, i am ready, give me the next frame.   or is it the graphics card pusing the next frame to the monitor in regular intervals?     also, is it true that real vsync only works in exclusive fullscreen mode?
  15. thanks, but dont i have to take into account the number of channels?