Ann: Font Manager / Bitmap Strings library.

I’m releasing my font manager / bitmap strings library (MIT license, so it’s free to use). There are two links for it ; one is a demo, which shows some of the features in a q & d fashion, the other is the library itself. It can be used for text effects in menus and instructions, scores in games and so on.

Demo https://github.com/autismuk/Font-Demo

Library https://github.com/autismuk/Font-Manager

It can do this sort of stuff - this is an example showing three fonts produced using Glyph Designer very easily. You can’t tell from the picture, but the bottom one of the three is animating a nice sine curve.

To reproduce this line you just need this line of code (curve is one of the built in modifiers - you can write  your own if you want to do something really weird …)

display.newBitmapText("This is text",160,240,"font1",40):setModifier("curve"):animate()

All feedback welcome.

fontdemo.png

Sweet!

Thanks for sharing :slight_smile:

Sweet!

Thanks for sharing :slight_smile:

Thank you Scott!

I’m using your library to my game and it’s running flawlessly on both devices. :smiley:

Thank you Scott!

I’m using your library to my game and it’s running flawlessly on both devices. :smiley:

Very nice library!  I’ve been playing with it all evening, and there is still more to see!

I do have a couple of questions: 

  • Is there a way to turn on the debug outlines that are referenced in the fontmanager.lua file?

  • I can add fill effects to the text objects as a whole, if I turn them into snapshots first:  Is there an easier way?

-Can we access the individual characters that make up the text objects, and perhaps apply effects to those as well? (Picture a word pixelating into view one letter at a time, from the leftmost character)

Thanks for this library, it works brilliantly. I used font size 72 within bmGlyph which gives good results when downscaling on iPhone 4, Android etc. Fonts can look a little jagged on the simulator, but once you build for device they are as smooth as silk.

For anyone worried about the hassle of switching from regular fonts to bitmap fonts, I replaced both display.newText and my setReference function to incorporate this library so I don’t have to change any of my existing code, apart from where I change or read a text value using .text, which needs to be changed to :setText() and :getText().

Very nice library!  I’ve been playing with it all evening, and there is still more to see!

I do have a couple of questions: 

  • Is there a way to turn on the debug outlines that are referenced in the fontmanager.lua file?

  • I can add fill effects to the text objects as a whole, if I turn them into snapshots first:  Is there an easier way?

-Can we access the individual characters that make up the text objects, and perhaps apply effects to those as well? (Picture a word pixelating into view one letter at a time, from the leftmost character)

Thanks for this library, it works brilliantly. I used font size 72 within bmGlyph which gives good results when downscaling on iPhone 4, Android etc. Fonts can look a little jagged on the simulator, but once you build for device they are as smooth as silk.

For anyone worried about the hassle of switching from regular fonts to bitmap fonts, I replaced both display.newText and my setReference function to incorporate this library so I don’t have to change any of my existing code, apart from where I change or read a text value using .text, which needs to be changed to :setText() and :getText().

Thanks for this great font plugin.

I’m facing a error when I try to build an Android version of the test. On simulator, everything goes OK. I have the “system” and “fonts” folder as well, not modified config.lua or settings and everything goes fine on simulation mode. However I’m getting this issue:

"No image file in fnt file, contact the author"

The bitmap font I’ve generated for this test is from Bitmap font generator .

Thanks!

@suprasumomario, did you ever get this issue sorted? I’m running into the same thing.

Thanks for this great font plugin.

I’m facing a error when I try to build an Android version of the test. On simulator, everything goes OK. I have the “system” and “fonts” folder as well, not modified config.lua or settings and everything goes fine on simulation mode. However I’m getting this issue:

"No image file in fnt file, contact the author"

The bitmap font I’ve generated for this test is from Bitmap font generator .

Thanks!

@suprasumomario, did you ever get this issue sorted? I’m running into the same thing.