Comments (7)
Funny you mention this, I was thinking about this approximately . . . this morning. Neat.
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A few people have requested this but honestly I'm not sure what the best option is. They all have drawbacks!
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I think generating our own texture page for each outlined font would be the best option. This means fonts would need to be processed on boot.
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Planned for v6
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Implemented for v6
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Reopening becaue v6 has been indefinitely delayed. 2.3.0 doesn't seem to help Scribble much in its current form and I'd like to get features slated for v6 out before 2.3.0 goes into stable.
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Backported to GMS2.2.5
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Related Issues (20)
- Proper "highlight" effect for regions HOT 1
- .seek() method for typists
- Multiple colors for text, like draw_text_colo(u)r? HOT 2
- Option for `.sound_per_char()` to cut off sound if one is already playing HOT 1
- Option to only scale down non-sprite glyphs with scale_to_box() and fit_to_box()
- Allow `[typistSoundPerChar,...]` to take an array as an argument, like the base function HOT 1
- Being able to ban/allow assets for Scribble
- Word splitting sometimes causes problems with bbox calculation
- [help]About the conflict between setting colors and #macro HOT 2
- ds_map_find_value argument 1 invalid reference to (ds_map) HOT 2
- There was an error whilst reading "sprite_font: spr_sprite_font" HOT 13
- being able to insert a character at the start of a new line HOT 1
- Arabic Text in HTML5 is malformed HOT 3
- Add optional argument such that MSDF font pxrange is scaled by scribble_font_scale() HOT 1
- Implement 4-corner gradients HOT 1
- Surface tag broken on GM 2023.11
- scribble_font_bake_outline_8dir crashes in 2023.11.1.160 runtime HOT 2
- how to draw background? HOT 1
- Scribble crashes my game! HOT 7
- Can't run the project with scribble, it returns compile errors HOT 1
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