RealNC wrote:I'll take a look.
However, I have to say that this is very bad design. You should not rely on the fixed width font metric for your UI. This is not going to work the same across all operating systems, as font rendering differs vastly between them.
Soooooooooooooo, take Fallacy of Dawn:
Couple things going on there. I need two bars to come to the same end point when full, but I have "Health:" and "Ree:" there, so I'm locked into a fixed-width font.
Additionally (and this is also seen with Cryptozookeeper) I've got two graphics displayed and then a text window that looks nice when it is lined up with the bottom of the graphics. I've got to use SOME number and the numbers we can manipulate aren't at a per-pixel specific level. It's numbers that correspond to characters, I believe. So if I say that the bottom edge of that window is "25" I think that means it's 25 characters down.
Cryptozookeeper has the same problem as Fallacy of Dawn, and Cyberganked is also displaying a grid of characters and their hit points, spell points, etc.
A game that seems to do it right is Future Boy. Whatever font I select, the UI looks the same.
In this case, Kent isn't putting text in that top window and he also doesn't have the graphics touching each other.
I'm not married to doing the way I've done it for Cyberganked, of course, I just don't know a better way to make everything line up.
Though I'm curious as to what fonts interpreters pick as a default. That is probably your choice with Hugor, I'd guess? I mean, it's got to use something as a default. I'm not too worried if the default fonts used make everything line up. If someone is going to go in there to change them, then they'll see the effect it has. But knowing what the original provided fonts are would also be cool.
[quote="RealNC"]I'll take a look.
However, I have to say that this is very bad design. You should not rely on the fixed width font metric for your UI. This is not going to work the same across all operating systems, as font rendering differs vastly between them.[/quote]
Soooooooooooooo, take Fallacy of Dawn:
[img]http://i.imgur.com/b7EUZ9z.jpg[/img]
Couple things going on there. I need two bars to come to the same end point when full, but I have "Health:" and "Ree:" there, so I'm locked into a fixed-width font.
Additionally (and this is also seen with Cryptozookeeper) I've got two graphics displayed and then a text window that looks nice when it is lined up with the bottom of the graphics. I've got to use SOME number and the numbers we can manipulate aren't at a per-pixel specific level. It's numbers that correspond to characters, I believe. So if I say that the bottom edge of that window is "25" I think that means it's 25 characters down.
Cryptozookeeper has the same problem as Fallacy of Dawn, and Cyberganked is also displaying a grid of characters and their hit points, spell points, etc.
[quote]A game that seems to do it right is Future Boy. Whatever font I select, the UI looks the same.[/quote]
[img]http://www.generalcoffee.com/futureboy/images/ssthumb_win2.gif[/img]
In this case, Kent isn't putting text in that top window and he also doesn't have the graphics touching each other.
I'm not married to doing the way I've done it for Cyberganked, of course, I just don't know a better way to make everything line up.
Though I'm curious as to what fonts interpreters pick as a default. That is probably your choice with Hugor, I'd guess? I mean, it's got to use something as a default. I'm not too worried if the default fonts used make everything line up. If someone is going to go in there to change them, then they'll see the effect it has. But knowing what the original provided fonts are would also be cool.