I have implemented a (partially unoptimized) prototype solution for:
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Reading FNT font files (on simulator - so you have it for free on device)
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Saving a .lua spritesheet file from the FNT (on simulator)
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Saving a .spc info file for the chars spacing provided in .fnt (on simulator)
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Making a group of sprites that visualize the desired text (on device/simulator)
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Reading the .spc file to properly place the chars in order (on device/simulator)
I currently have stuck with task #5 and have no other ideas for proceeding with this. It may be a bug, or just some silly way of approaching it. I don’t have more time to invest on this, however the rest part of the approach (70-80% of the project) works wonderfully (both on simulator and device) and is very very promising for:
- Including whatever ttf or fnt fonts in your app (with tools like Hiero) as Cocos2d do!
- Exploiting a very cpu-efficient way to visualize and continuously updating text without sacrificing fps.
- Opening a *huge* window for cool text-effects that could easily make an app to seem very polished!
Is there anyone who is interested on helping with this?
I can provide the unfinished project here and help you understand my approach. What I ask for is:
- To return some help on finishing this.
- To agree on providing the finished code as a module for the whole community (under whatever username).
The ideal outcome would be a fully working prototype that Ansca could optimize (with an internal C++ font-oriented fnt2lua translator) and provide it as a part of the SDK.
Anyone willing to help? [import]uid: 7356 topic_id: 4393 reply_id: 304393[/import]