Martin Schmidt

on the xna lunch party, they showed some font stuff. do anybody know, when the font stuff will be released

i know that there are a lots of classes etc. which implements some stuff equal to the stuff which were showed on the xna lunch party, but i want to know, when we will be able to use some stoff from microsoft



Re: XNA Game Studio Express release date of font stuff?

Duckocide

I haven't heard anything. However, I picked up on this a few weeks ago.

http://blogs.msdn.com/garykac/ Its a lovely utility to convert True Type fonts to a bitmap. XNA framework does not support True type font rendering. Instead, you can draw bitmaps (sprites). With a few tweaks (ContentManager loading rather than file system), it works a treat for font rendering (360 or Windows).

Unfortunately, Gary has left Microsoft (blog echoes this). However, the example code and utility have worked a treat for me. Saved me a lot of time and effort (I had started work on saving various fonts as bitmaps).

Specifically, the code / examples can be found at  http://blogs.msdn.com/garykac/archive/2006/12/01/xnaextras-update.aspx

 

 

 

 
 





Re: XNA Game Studio Express release date of font stuff?

Martin Schmidt

i know the utility from gary k. but i saw something in this video and i thought it will be released in the future won't it





Re: XNA Game Studio Express release date of font stuff?

glenrm

Even one built in font would help with prototyping and the like. Does the X-Box 360 have any font access built in, wouldn't want to split XNA into a X-Box 360 feature set and a Windows feature set, not much point then...






Re: XNA Game Studio Express release date of font stuff?

Martin Schmidt

microsoft will go the same way in order to draw fonts. but the question is if there will be an official utility and an official class in order to draw fonts (with sprites)...



Re: XNA Game Studio Express release date of font stuff?

Darkside

Gary's stuf still works fine

Over at Ziggyware there is a font creator and font class for creating your own font strips and using them in your game.

Or you can try XNAResources tutorial series where he talks about adding fonts a different way

Gary's implementatin seems to be the best though, although he didn't give an easy way to create other fonts.

Happy coding

Darkside






Re: XNA Game Studio Express release date of font stuff?

Bill Reiss

I have a new project I'm hoping to get up on CodePlex in the next few days (once the CodePlex team sets up the project space) that I'm calling XNAStage which has some simple timeline and tweening support but also has a pretty powerful text library that you can use with or without the timeline and tweening stuff. It's also going to be very extensible and easy to integrate into existing games. 

If you want to check out a demo of what it can do so far, go to http://www.bluerosegames.com/brg/XnaStageDemo.zip

Once XNA comes out with official font support, if it does everything XNAStage can do, I'll rip out the homegrown code and replace it with what they provide.

At least at first I think the timeline support will be most useful for splash and intro screens, scrolling credits, etc. which is what I needed it for originally. Let me know what you think.

Thanks,

Bill






Re: XNA Game Studio Express release date of font stuff?

manders

I just posted some code showing yet another way to draw text...a different approach from the others...

http://blogs.msdn.com/manders/archive/2007/01/12/stroke-based-text-rendering-in-xna.aspx

(I agree, though, that it'd be nice if XNA had some built-in font solution.)

-Mike





Re: XNA Game Studio Express release date of font stuff?

Martin Schmidt

i use the XNAExtras utility but when the official font support will be released i will switch to this version. another idea I had is that you implement a content importer/ processor for easier font texture creation.

my idea is that you put a font type into the content pipeline und manage the font size etc. in the property windows of game studio express. the importer/ processor will create the texture an the xml information for you. but i have not the time yet to implement this feature. maybe the idea sounds good for you...





Re: XNA Game Studio Express release date of font stuff?

Duckocide

I think this is an excellent idea. If you haven't already, submit it as a feature request to the XNA team!





Re: XNA Game Studio Express release date of font stuff?

Fluxtah

Something similar has already been done, if you ask me its so damn good you wont even need what the XNA team come up with for fonts :)

http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1120927&SiteID=1





Re: XNA Game Studio Express release date of font stuff?

Bill Reiss

My XNAStage project is also now available on CodePlex at http://www.codeplex.com/xnastage and goes about font support in a different way. So depending on the particular needs, you may choose the great Nuclex font support, or XNAStage, but I just thought I'd hit upon some of the differences to help with the decision making process.

Content Pipeline or no Content Pipeline

XNAStage has a standalone bitmap font generator program which generates a bitmap and a .fnx file whixhg contains the glyph information. These then have to be added to the project. Nuclex tightly integrates with the Content Pipeline, getting you up and running quickly and simply. If you're doing plain text with a font that you can package with your project or is installed on the build machine, this may be the way to go. By XNAStage separating out the bitmap generation process, you can do other things to your bitmap before bringing it in, like photoshop effects, etc. And once it's in bitmap form you don't need the original font file on the build machine.

SpriteBatch or 3D Rendering

XNAStage uses the SpriteBatch to render its text, Nuclex uses 3D primitives. In Nuclex you can use effects and other 3D rendering techniques to give your text a great custom look. This one really depends on the situation.

I think there's a place for both solutions and I think it's great that XNA developers have two good options available.